Archive for March, 2009

EverQuest Review

Sunday, March 8th, 2009

EverQuest at a first glance looks to be good if we compare its graphics to any other first-person RPG. It is colorful with 3D-accelerated visuals instead rank with first-person shooters in terms of quality and detail. Though in all the fairness, they don’t rank very highly because the quality is not consistent.

Certain player of the game classes, monsters, and areas of the world look spectacular. It is picturesque and realistic. Yes, again, other parts of the game look silly or you can say it to be downright bad.

There is not also lot of varieties in the way of customizing your character’s appearance, and nighttime tends to be oppressively dark although if you have a good lantern. But of course you will be constantly be amazed at how huge the world seems, and since it includes practically every type of landscape you can imagine you will soon find a setting that feels comfortable.

City of Villains

Sunday, March 1st, 2009

It is sometimes said that it’s good to be evil. Even this is the lesson that NCsoft and Cryptic Studios hope that everybody will learn later this year, when the City of Villains will get launched. This is a in fact a follow-up to last year’s online role-playing game City of Heroes. It will twist things around a bit. Instead of creating a unique and powerful superhero this time and saving the world from destruction, gamers will create a dastardly supervillain that is looking forward to become rich, powerful, and also at the same time infamous. Gamers will not only battle computer-controlled opponents, but you’ll also get into scruffs with other villains, not to mention of those meddling superheroes. City of Villains is presently undergoing its beta test for the launch.

This game, City of Villains features a host of new locales to explore. These locales also includes the Rogue Isles and the city of Port Oaks. According to the creative director of City of Villains’, Jack Emmert, they already know the background for the Rogue Islands.

But about the Port Oaks he said that it is one of the islands that makes up the Rogue Isles chain. Much like the other islands, Port Oaks’ gothic architecture reveals signs of French colonization. It is dominated by a large fortress at one end, Fort Hades.

DeathKeep

Sunday, March 1st, 2009

Like the storyline of the game, DeathKeep’s playability leaves gamers much to be desired. It is simply going to the inventory screen and equipping the character that you choose with weaponry will, be it a trial for first-time players. Even Role Playing Games veterans may find that it takes some time to master the fine art of placing an item in any of the useable slot. The character interface is not only poor, but the game movement and animation are disastrously choppy too, even if you play on a Pentium 90.

The graphics used in DeathKeep are dull and antiquated. The walls are jagged, lanterns seems as if floating in midair, and the creatures become pixelated in the close combat. And all of this together is made worse by the fact that you can’t even see the weapon that you are carrying, even when you are frantically chopping a foe into paste.

Keeping aside the interface and graphics, the main problem with DeathKeep is that it lack character generation. You must play only one of those 3 characters, namely a fighter, a mage, or a fighter-mage. By eliminating the option of creating an alter-ego, SSI has removed one of the most satisfactory qualities of a RPG. It is hard to feel much empathy for a canned character.

Demise: Rise of the Ku’Tan

Sunday, March 1st, 2009

Though it has a complex storyline but the game itself is nothing more than a first-person dungeon crawl. Gamers start in the town of Dejenol and creates a party of maximum 4 characters from a combination of 9 different races and 12 different character classes. In this game only few classes are actually available to each race. Gamers then have to set forth into the dungeon to fight monsters and has to search for treasure and get the points. As gamers venture deeper into the dungeon, he or she will find the tougher monsters and better loot.

The adventuring of the game is done in a node-based first-person view reminiscent of older computer RPG games such as Wizardry and The Bard’s Tale. Gamers party will hack its way through the dungeon and loot the occasional treasure chest.

Unfortunately, the game has a numerous problems right from the beginning. The interface of the game is divided into a convoluted set of mouse-driven submenus that clutter the screen. The interface is easier to manipulate by using the game’s keyboard shortcuts. But alas these shortcuts are also not printed out on a handy quick-reference card.