Lords of EverQuest Preview
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Finding a multiplayer game is simple--login to Sony's beta server from the in-game menu, and you'll arrive in one of several chat rooms. From there, you can join or create a game within a few button clicks. The multiplayer options are several. Along with over 40 different maps ranging Nektulos and Bristlebane's Pass to the gigantic Desert of Ro, you'll be able to flag many different game-winning conditions; Last Man Standing forces the winning player to destroy all other units and buildings; Body Harvest gives the win to the player with the most kills within a given time limit set by you; Platinum Rush dictates that the player who earns the most platinum (the game's only currency) within the time limit wins. There are others, but let's not spoil everything.After you flag the winning conditions, it's time to pick a faction and Lord. Lords of EverQuest contains three factions, each with a relatively huge selection of underlings to build, significantly more than each race had in War III (for a basis of comparison). The Lords are the leaders and most powerful members of your army. Each Lord comes with his/her/its own aura that radiates outward, positively affecting all friendly units within the radius and often negatively affecting enemies. Choosing a Lord will likely be the most influential decision in each game, as it partly dictates your style of play. Fortunately, each lord is different in both aura, abilities and statistics.
The Shadowrealm faction is this game's undead and darkest faction. Its chosen Lords include an Iksar Necromancer (who can summon a skeleton like in EQ), Ogre Warrior, Gnome Wizard, Troll Shadow Knight and Dark Elf Rogue.
The Elddar Alliance is made up of mostly elvish and other allied units. You'll find ranged, hit-'n-run, and cunning tactics as the prevailing method of victory using this faction. It's Lords include a Wood Elf Ranger, Froglok Cleric, Halfling Druid, Half Elf Bard and High Elf Enchanter.
The third faction is the Dawn Brotherhood, made up of humans, dwarves, erudites and barbarians. Lords include a Dwarf Paladin, Human Monk, Kerran Beast Lord, Erudite Magician (with elemental pet of course), and the ever popular Barbarian Shaman. It's likely that this faction will be the "balanced" faction in the game, showing both average weakness and average power.
One thing you'll find while playing is that, unlike in Warcraft III, each faction plays roughly similar, despite the nuanced power differences between them. Each will have it's share of spellcasters, melee and ranged, though some will feature more of one type than another. You'll also discover that there's only one way of gathering resources or building units in LoE. Perhaps that could be construed as a mark against it in the end, but play around with the added depth and differentiation of units and Lords, and you'll likely end up more than satisfied with the variance.
As far as resources go, LoE keeps it simple; platinum is the only resource in this game. In multiplayer, each faction begins with a Lord, a home base near a gold... er, platinum mine, and a platinum harvester of some sort ready for action. A welcome surprise came for me during the construction of buildings. As soon as you have enough plat and meet the prerequisite building requirements, you can build immediately--without a necessary worker; just press "B" to bring up the building list, select your building, plop it down until it's green on the map, and watch it rise.
All of the buildings animate with different styles, and as polygons, the units are exquisitely textured (something that EverQuest creatures were also noted for when it first came out). Zooming in close doesn't seem to detract from their beauty as in some overhead games. During battle, the deep powerful zing of units leveling up is a welcome auditory cue, and the floaty "Level 5" above each leveled-up unit is a pleasant graphical touch. You'll find that the unit animations and spell effects are also varied and well done.
In the beta, there were a few problems I had with control, but none too worrisome; there were also conventions that I thought novel. For one, the camera can be zoomed and rotated, but doesn't likewise rotate the mini-map. The problem occurs when first rotating the camera and then dragging around on the mini-map to change location. While dragging, the main screen camera will scroll by at odd and unintuitive angles, not in synch with the way you're dragging around the mini-map, making it very difficult to precisely move (until you've figured it out... which I haven't). This could be fixed if the mini-map also rotated with the camera... something I feel that would heighten gameplay but am not sure there is time for. We'll see.
Another slight problem I had was in selecting enemies to attack in a large group. Sometimes it was hard to see them, and other times I right-clicked on my own troops rather than the intended enemy. I suspect adjusting the camera angle though would probably help some with both of those issues. Fortunately, we're still in Beta and having not looked yet at the single-player campaign, the game in its multiplayer state is looking nearly polished enough for release.
For devotees of the mother game, EverQuest, if you've ever considered branching off to strategy, you'll be in for a welcome diversion when Lords of Everquest is released later this year. For fans of RTS in general, stay tuned to the reviews when it hits the shelves.