
http://www.riftgame.com/en/promo/freetoplay.php
Our free-to-play model is built on a simple idea: everyone can download, log in, and play all of RIFT, free. Starting June 12, new players will have access to all game content – from dungeons and Warfronts to the latest raids – with no level restrictions.
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Game World
Folks have complained that the game world is small. This is true, though for a reason. The game is built around rifts popping up and forcing folks to defend areas and attack rifts. If the game world was super large (and player base more spread out) that would short circuit the rift system.
When I started exploring Telara, I was surprised at how small the world seemed, but once I accepted that the game wasn[object Window]t really about exploring, and more about a feeling of constant battle, it was less of a concern.
Characters Creation
Nothing ground breaking, but I enjoyed the art style. Customization has what I consider enough options, not as simplistic as Warcraft, but not as in depth as Vanguard.
Questing 1-20
Try to keep in mind that beta is only 1-20, out of what I believe is 50 levels. Imagine trying to review Warcraft at just the first twenty levels.
That said, I agree with a lot of beta testers impressions that although the questing is very polished, it feels very much like WoW which can cause boredom to set in fast.
Additionally, questing is so steamlined, that it can feel like the world isn[object Window]t a living breathing place, but just a network to connect quests. It also doesn[object Window]t help that the overall artwork and animations feel very similar to Warhammer, futher making the game feel like it is trying to cash on on what[object Window]s already out there MMO wise.
Souls
The class system in Rift is built around getting souls (representing different classes) and combining three souls, picking talents from each that (hopefully) compliment each other.
For example, I started as a Justicar (ranged holy damage dealer) and paired that with a Shaman for more elemental damage.
There are a few key things to point out about this system:
1. Currently, the in game descriptions are not detailed enough to really understand what each soul is geared towards, and why certain souls are better paired with other souls.
2. Not all the souls are in the game yet.
3. You can not have your full compliment of souls yet.
The system has the makings to really set Rift apart by allowing players to create very custom characters, that can fulfill different roles on the fly, eliminating the holy trinity while allowing for PvP balance. I am excited about this feature, but it isn[object Window]t developed enough in beta to get all fanboi over.
Rifts
Rifts open up randomly all over the world, and bring mobs that rampage around the map (you can track them on the map, which helps avoid them). They attack towns, NPCs, everything. My experience in beta with rifts was they seemed like little more than Warhammer public quests. I am told by folks who were involved in a massive rift invasion that the experience totally changed their view of the game. I have yet to be involved in a massive onslaught, but if they are as fun and unique as I hear, rifts could also set Rift apart from other MMOs.
Trion and Conclusion
Many complaints raised during Beta 2 were actually addressed by Trion (the developer), most notably adding more detail to the souls system, to make it easier to get into. If Trion keeps listening to its players, while more fully developing the souls system and the rifts, I think it will be able to overcome what it currently the games biggest weakness; it feels too much like WoW and WAR.
Folks have complained that the game world is small. This is true, though for a reason. The game is built around rifts popping up and forcing folks to defend areas and attack rifts. If the game world was super large (and player base more spread out) that would short circuit the rift system.
When I started exploring Telara, I was surprised at how small the world seemed, but once I accepted that the game wasn[object Window]t really about exploring, and more about a feeling of constant battle, it was less of a concern.
Characters Creation
Nothing ground breaking, but I enjoyed the art style. Customization has what I consider enough options, not as simplistic as Warcraft, but not as in depth as Vanguard.
Questing 1-20
Try to keep in mind that beta is only 1-20, out of what I believe is 50 levels. Imagine trying to review Warcraft at just the first twenty levels.
That said, I agree with a lot of beta testers impressions that although the questing is very polished, it feels very much like WoW which can cause boredom to set in fast.
Additionally, questing is so steamlined, that it can feel like the world isn[object Window]t a living breathing place, but just a network to connect quests. It also doesn[object Window]t help that the overall artwork and animations feel very similar to Warhammer, futher making the game feel like it is trying to cash on on what[object Window]s already out there MMO wise.
Souls
The class system in Rift is built around getting souls (representing different classes) and combining three souls, picking talents from each that (hopefully) compliment each other.
For example, I started as a Justicar (ranged holy damage dealer) and paired that with a Shaman for more elemental damage.
There are a few key things to point out about this system:
1. Currently, the in game descriptions are not detailed enough to really understand what each soul is geared towards, and why certain souls are better paired with other souls.
2. Not all the souls are in the game yet.
3. You can not have your full compliment of souls yet.
The system has the makings to really set Rift apart by allowing players to create very custom characters, that can fulfill different roles on the fly, eliminating the holy trinity while allowing for PvP balance. I am excited about this feature, but it isn[object Window]t developed enough in beta to get all fanboi over.
Rifts
Rifts open up randomly all over the world, and bring mobs that rampage around the map (you can track them on the map, which helps avoid them). They attack towns, NPCs, everything. My experience in beta with rifts was they seemed like little more than Warhammer public quests. I am told by folks who were involved in a massive rift invasion that the experience totally changed their view of the game. I have yet to be involved in a massive onslaught, but if they are as fun and unique as I hear, rifts could also set Rift apart from other MMOs.
Trion and Conclusion
Many complaints raised during Beta 2 were actually addressed by Trion (the developer), most notably adding more detail to the souls system, to make it easier to get into. If Trion keeps listening to its players, while more fully developing the souls system and the rifts, I think it will be able to overcome what it currently the games biggest weakness; it feels too much like WoW and WAR.
Player List:
» Click to show Spoiler - click again to hide... «
IGN - Class - Shard
1) Aion - Faemist
2) indytank - Briarcliff
This post has been edited by mrhulk: Jul 25 2013, 09:54 AM
Dec 30 2010, 10:25 AM, updated 13y ago
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