Some time ago, the developers at Mythic Entertainment began working on a crazy dream. They would take the best portion of Dark Age of Camelot -- the realm vs. realm combat -- and marry it to the fantasy setting of a beloved tabletop game, Warhammer. They were gambling that a game that focused on one particular gameplay dynamic and built all of its systems around that dynamic would be a fun and exciting experience for millions of MMO gamers. Fast forward a few years through some rocky development woes (including numerous product delays and cut content) and the dream is finally a reality. And while there are certainly issues that need to be dealt with, Warhammer Online: Age of Reckoning has hit the ground running with one of the best MMO experiences we've had in a long time.
War is Everywhere
There are individual elements of Warhammer Online that merit praise, but the game's greatest achievement is actually the integration of its PvP, RvR and PvE experiences into a consistent whole. The "meta-game" of Warhammer Online is the constant state of war between Order (Dwarfs, High Elves, Empire humans) and Destruction (Greenskins, Dark Elves, Chaos humans) to dominate enough of the game's landscape to open the enemy's capital city to looting and pillaging. Everything in the game from basic quests against NPC mobs to instanced PvP battles called "scenarios" to open-world RvR struggles over fortresses in the middle of the landscape all contribute in various ways to that struggle. Even better, players are involved in it from the first moment their level one character appears in the world until their level 40 character goes on their first city raid. Mythic has essentially dropped the early-game "leveling process" in favor of an MMO that's pretty much all "endgame."
In Warhammer Online this sense that "war is everywhere" comes through in myriad ways. The graphics do a great job bringing the world of Warhammer to life in ways both gross and subtle. The game's opening zones, for example, are filled with atmospheric details that throw you into the Warhammer mindset immediately. The Empire opening area takes place during a full-fledged Chaos assault on a small town filled with explosions and cannon fire. As the player works his or her way through the world, there's always something beyond just NPC mobs to indicate the war, whether it be as big as a burning windmill or the old bone fragments that litter the ground.
The frenzied and chaotic atmosphere is enhanced by some exceptional landscape design. The game's zones are a riot of broken terrain, unscalable ridges and dangerous drops. While the actual land area is fairly small as MMOs go, every inch of it is stuffed with mobs, towns, public quests, RvR zones, points of interest and visual obstructions that block line-of-sight. This makes travelling anyplace without getting attacked by mobs or other players very difficult and pulls players in a dozen different directions at once because there's always something interesting to do or somewhere interesting to explore. It also ensures that when players do fight, it's always on a landscape that adds to the excitement of the battle.
The World at WAR
Gameplay in Warhammer Online proceeds along two basic tracks -- the PvE and the PvP/RvR areas. Of the two, it's the PvE zone that initially comes off as the less impressive. When considered by itself, it doesn't beat the often-elaborate scenarios offered in a game like The Lord of the Rings Online, which is essentially built around a core of questing and storytelling. That, however, isn't the purpose of Warhammer Online's PvE content. The game's PvE is instead designed to weave in and out of the PvP content and offer compelling group-based experiences without the pressure of PvP combat. This it does exceptionally well.
The primary vehicle for this kind of experience are the public quests. PQs are geographically bounded multi-stage world events that everyone within its region can contribute to. Once the event is over, loot drops are rolled for with bonuses going to those who contributed the most. They're also a brilliant innovation, one that we wouldn't be surprised to see other MMOs copy in the near future. They offer all the challenge of a group-oriented dungeon and (in later stages) raid-level challenges in short 10- or 15-minute intervals without all the tedious looking for group or the huge time commitment such content usually entails. On Open RvR servers they become even more enjoyable. At least one competitive PQ in the Dwarf/Greenskin zone (where players compete to kill 100 NPCs from the other side) has become an insanely fun kill-zone that's now a must-stop as players level through the content.