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Lords of EverQuest
by Jolex Del Pilar
Thursday, January 1 2004
The EverQuest universe delves into a different gaming genre with varying results.
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Title:
Lords of EverQuest
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Platform:
PC Windows, Pentium III 1GHz, 256mb RAM, 400 MB of HD space, 32 MB Direct X compatible video card.
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Publisher:
Sony Online Entertainment |
Developer:
Rapid Eye Entertainment |
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of Players: 1 - 12 |
Genre:
Real Time Strategy
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Origin:
United States
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Expected
Release:
December 2003 |
Grapevine:
Let's face it, WarCraft III is perhaps one of the top 3 best RTS games of all-time, arguably behind two other Blizzard developed titles. The adage, imitation is the best form of flattery, explains the situation nicely here. |
If you're a fan of Real-time Strategy games (RTS), then 2003 was a fairly good year for you. Last year saw the release of some fairly solid RTS titles including Blizzard's Frozen Throne expansion for WarCraft III, and Activision's Empires: Dawn of the Modern World. The last RTS title released right at the tail end of 2003 was an interesting title featuring a game license more known for its MMORPG roots. Lords of EverQuest was the brainchild of dev studio, Rapid Eye Entertainment. Under the guidance of James Parker, lead producer of the title, the vast universe of EQ was somehow morphed and fitted into the almost alternate reality of the RTS gaming genre.
I've played a lot of RTS games, and I can't recall any single title being pushed as heavily as Lords of EverQuest. When Sony Online Entertainment announced that they would be giving away EverQuest II beta accounts for simply purchasing the title, I knew SOE was serious about entering the RTS arena, my interest had been peaked so to speak.
So in late November me and a few friends attended the pre-launch party for LOE in San Francisco. It was a low-key event. I had seen the game in August during Sony's media event at the Metreon, though I didn't get a great look at it mostly because I was too busy enjoying an insider's look at EverQuest II. However at the launch event I finally got my opportunity to sit down and play the game and concentrate on SOE's entry title into the RTS genre.
I immediately noticed something after about 20 minutes of playing, and I'm almost positive many of you have read the same exact sentence on other sites, but even then, it has to be said. This looks a lot like WarCraft III. Now, don't take that last statement as an omen of bad things to come. Let's face it, WarCraft III is perhaps one of the top 3 best RTS games of all-time, arguably behind two other Blizzard developed titles. The adage, imitation is the best form of flattery, explains the situation nicely here. The unit control limit of 12 units, the addition of hero units (Lords in LOE), the menu system, and even some of the missions are straight out of Warcraft III. However, once you get past the visual and gameplay similarities, there are a few differences.
The economic model of LOE is a lot more strict than the one in Warcraft III. While there is only one resource to manage in LOE, platinum, it seems on many maps that there simply isn't enough of it. This entails conservation, efficiency, and slower more strategic gaming. Don't expect to be able to pull of a zergling rush. Each unit seems to have a lot more value since in the end, losing a dozen units might make the difference between a successful final siege on the enemy base or a failed Picketts Charge type scenario.
The forces of the Shadowrealm will stop at nothing in their quest for power. To further increase the value of individual units, LOE features an experience system. Everytime one of your units is involved in combat, they gain experience, and eventually gain levels, making them much stronger than before and giving them new abilities as well. Once a unit reaches level 6, they can be knighted, and will gain new abilities. Knights can become some of the most powerful units in the game. They increase their abilities faster, and they also gain auras like Lords do. Though your "Lord" character still has the potential to be the most powerful unit, knight characters can be a close second. You can knight up to two units, and they will accompany you throughout your campaigh. When they die, knights must be revived before the end of the stage or they will be lost forever. Also, you can bring a certain number of units with you from stage to stage. You're a given a certain number of points at the conclusion of each stage to spend on transferring units to the next stage. The higher level the unit, the higher the amount of points needed to bring him over. Most of the time, I found I could bring from 2 to 3 of my highest level units over with the points given. This might not seem like a lot, but keep in mind that high level units could make the difference in a game that emphasizes individual unit value.
The key question still remains though, is this slower, more strategic gameplay enjoyable? Here we have a mixed answer. While it definitely is fun to have a sort of RPG element with knight, lord, and leveled up units, it goes a slightly for naught as the A.I in LOE is fairly soft. I played two campaigns, one with an "easy" level lord, and another with a "hard" level lord and found that at both levels, the A.I was reluctant to form a viable attack strategy. On the easy level, the A.I's strategy would involve sending trickles of units at my defenses, which I would easily wipe out. On the hard level, that trickle would become a gush, but given a good defense strategy, even novice players could blunt those rushes. In Warcraft III, I found a lot of the time that the A.I would attack targets of opportunity, including my worker type units. In LOE, the A.I seemed to head directly for the strongest concentration of units which 9 times out of 10 ended up being where my most powerful units were. With no fear of facing an effective attack, I was content to let the A.I waste their resources trying to breach my defenses.
Another mark against LOE is that in many ways it is unbalanced. In general, I found that the Elddar Alliance was the strongest of the races and it was really only for one building that they could build, the all-powerful heel stone. Okay, so it's not all-powerful, but it is a fairly game changing type of device. It's a building that the Elddar can build, and it what it does is effectively cut a units capability in half. It not only decreases the speed of a unit by half, but additionally with an upgrade, it can also cut down the attack rate of a unit. What this allows is some devestating ambush tactics. A good strategy to employ as an Elddar is to actually let an invading army into your town, which of course is populated by heel stones. With their decreased rate of attack and speed, they will become sitting ducks for your counter-attack, which of course should be patiently, and safely, sitting outside the borders of your main town.
Let's face it, LOE isn't Warcraft III, millions of other publications have pointed it out. However, LOE on its own isn't a bad game at all contrary to what many mags and e-zines have told you. In fact, LOE is a fairly solid title with a lot of variety for RTS fans. It has great unit variety; over 60 units, emcompassing 20 races from the EQ Universe. It features over 15 classes of units that range from siege to magician types. It also features nearly 40 missions through 3 campaigns. There's a lot to be explored here, especially if you're a fan of the EverQuest universe. LOE features a fairly intriguing storyline on top of that with great in-game cut scenes that explain the story as you progress. The multiplayer gameplay, while laggy at times is free, and it's easy to find players during peak times on SOE's own servers.
If you come in with an open mind, and don't mistake the land of Norrath for the land of Azeroth, you will be surprised by what you find in LOE, and will probably come out with a fairly enjoyable gameplay experience.
--- Jolex Del Pilar
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