Rift Review
Plane sailing.
Ah, disappointment, shall I count the ways I've known thee?
Warhammer Online, with your action-packed zones that came to feel as claustrophobic as an ill-fitted, testicle-crushing pair of trousers. Age of Conan, how you delighted and enthralled us with your storyline – for the first 20 levels. And how could we forget Aion's psychedelic rush of saccharine colour which descended all too quickly into a bad trip of soul-withering grind?
In many ways, we massively multiplayers are our own worst enemy. We demand that MMO games launch with a level of polish and content that could only ever come from long-term refinement and evolution. Include cherished features from another title and you're building a clone, deliver a revolutionary concept without adhering to expectations and you've dropped the ball.
You're damned if you do and damned if you don't, but such is the way of MMO development. Only the true outliers like Eve Online can afford to take a deeper level of risk, growing organically with their playerbases.
Into this market enters Rift, Trion Worlds' first foray into games publishing, riding on the back of a mind-boggling level of investment and steered by industry luminaries including Scott Hartsman (EverQuest II) and Ken Allen (Lord of the Rings Online, Dungeons & Dragons Online), to name just a couple.
The game employs state-of-the-art nipple shading.
It's an impressive CV, and it comes as no surprise to learn that Rift takes its inspirations from a broad range of MMOs released over the last decade. The interface is highly derivative of World of Warcraft's; the art direction shakes EverQuest's hand enthusiastically and asks after Aion; the public grouping system makes your heart sigh at what might have been for Warhammer.
And so it would be easy to consider Rift as simply an accumulation of previous endeavours with a few twists. This is true to an extent, but to do so is to ignore some of the braver decisions made in development. Consider the soul tree system, for example, where the four character class archetypes (cleric, mage, warrior and rogue) each gain access to eight sub-classes.
We take it as a truth self-evident that all role-playing games should incorporate punishment – if not outright prohibition – for reneging on decisions made during character development. Not so in Rift, where each character has access to four specs, each a combination of three sub-classes. For a modest fee, even these can be reset, making experimentation and risk-taking part and parcel of the learning process.
Inside the capital city of Meridian.
Rather than cheapening the investment in your characters, it adds depth and a chance to experience entirely new sides of the game, minus the long, lonely grind to the end of the levelling tunnel where your friends sympathetically await your under-geared return.
No longer should you find yourself confined to the bench while a more experienced tank is given priority on learning a new boss encounter. With a few changes, most classes can bring something vital but fresh to the group, whether it's a much-needed injection of off-healing or an invigorated focus on raw damage.
This complimentary approach to adapting and adjusting your class extends into the player-versus-player Warfronts of Rift.
We'll never truly escape the kind of player whose definition of teamwork amounts to wiping their own filth across their faces before throwing themselves single-handedly into an insurmountable army of enemies, a lone and pointless suicide agent for the cause. But as a largely objective-driven affair, Rift's Warfronts demand co-operation and an understanding of the team's movement and positioning. In Black Garden, players compete to gain possession of the Fang of Regulos, retaining it in order to accrue points. In The Codex, one node proves particularly advantageous to maintain, granting a greater points bonus.
Playing a tank, I feel empowered to assume a remarkably tank-like position on the battlefield: protecting the team's objective carrier, soaking damage by making an extraordinary nuisance of myself in a group of enemy players, diverting crowd control skills to the direst threats. The pick-and-mix approach to talents allows players to compliment their traditional role with the necessary tools for self-survival, a system that goes beyond the simplistic roles of damage-dealer, meat-shield or healer.
Rift's synergistic approach to game design can also be found in the crafting system, where players can take up to three skills covering the staples: alchemy, weapon-smithing, armour-crafting and the like. With each crafting path tied closely to one or more of the three gathering professions, the game encourages cautious consideration in a balance between profit and self-sufficiency.
If there's a criticism to be levelled at the game, it lies in the questing, an area that betrays a lack of confidence in the evolutionary approach underpinning every other facet of Rift. More Burning Crusade than Wrath of the Lich King, the old-school mentality of genocidal gathering dominates in Rift's world of Telara.
But it does, at least, steer clear of cheating the player through repetition of objectives. If you're an old hand of fantasy MMOs then the system won't offend; it will merely leave you content, if a little uninspired. Certainly, the more patient leveller, with one inquisitive eye on the lore, will find greater satisfaction from this area of the game.
'Black hole sun, won't you come...'
The story's salvation lies in the living stage on which events unfold. Left unopened, the titular rifts bloom and ripple across the landscape like molten glass against Oblivion skies. Once opened, they blossom into a variety of deadly flavours: in one zone, they reveal themselves as conduits for darkness, spilling demonic hordes into the surrounding area. In another, mutated vegetation cascades from the sky.
Sealing these rifts is a multi-stage affair, beginning with clearing some trash before ramping up towards meaner and keener elite bosses. For the most part, these final enemies can be dispatched with the ever-reliable 'tank-and-spank' approach, although variation through Trion's live programming should keep things interesting once players have settled into the pace of this dynamic world.
Rifts aren't just static, random events that pop onto your map to be savoured or ignored. Left unchecked, rifts will ultimately dispatch invasion forces that march across the land towards NPC settlements, transforming the environment in their wake and forcing your quest givers, transportation masters and town merchants into battle. Maybe even into death, serving to add a sense of urgency to the shifting landscape.
If you're the type of player determined to plough through the levelling process with only the bare minimum of social interaction, then you may find the frequency and ferocity of these invasions overwhelming to the point of frustration. Far better to embrace them and appreciate that rare forging of social bonds with strangers. Marching from one event to another in the raid group you've just bumped into makes for a breathless change of pace in the linear questing.
Beyond the world and its lore, a game with a player-versus-environment focus like Rift lives or dies by its dungeon content, the mechanism for obtaining the most precious loot. At present there are an impressive 10 dungeons spread throughout the world, offering a satisfying challenge to appropriately levelled players. Bosses are well-tuned and ease you into the strategy of the game as you rise through the levels.
At the current level cap of 50, these instances will also offer an Expert mode, featuring not just arbitrary tinkering with health pools and damage but adding entire new wings, story development and bosses. At present, only one raid encounter exists in the game, although more is promised soon, and Trion has thus far delivered on its promises to tweak and refine the game post-launch. We have high hopes for the endgame potential of Rift.
The emotional baggage of damage meters and 'Gear Score' elitism currently hangs heavy over Telara, and there's a sense of caution in forming groups and assuming roles, given the embarrassment of options available. Trion has promised a dungeon-finder tool in the near future, but it's to be hoped that this remains a server-specific affair at first, to ensure that the blossoming sense of community and personal reputation remains.
Steampunk flavours add to the Defiant faction's techno feel. This is a mechanical trumpet.
As for the user interface enhancements so enthusiastically embraced by the WOW community, an API is in the works, but its scope has yet to be detailed. Whether the game would suffer from the addition of add-ons that allow players to brag about their damage or reduce boss encounters to hand-holding exercises is a debate that rages on the official forums.
We're accustomed to making certain allowances for a freshly minted MMO: there will be bugs, servers will collapse without a moment's notice, and there will be nagging concerns around the breadth of content. But Trion has proved that it is possible to produce an exquisitely polished, content-rich MMO from the moment of launch, setting a dangerous precedent for upcoming releases in the process. Bad news for publishers, great news for the rest of us.
That Trion has managed to meet every expectation set in the past few years, from achievements to fully-fledged crafting and economy, while also bringing a truly innovative feature to the table is a testament to the will and determination that's driven Rift's development.
If you simply cannot bear the prospect of another fantasy MMO replete with all of the traditions that have come to define the genre, then Rift is unlikely to change your outlook. But if you hanker for a new world – one that feels familiar yet fresh, with an atmosphere of discovery and experimentation – then Rift stands proudly, ready to greet you with open arms.
8 / 10
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Comments (50) Latest comment 7 months ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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Ugh... worst pun ever, I know, I suck at this
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Subscription cancelled (before even paying anything for it)
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Not really got into an MMO for a while, is there an EG guild or server yet?
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Also lol at Zavvi's "buy online for 8.85" ad which is in fact a 30 day time card.
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I'm playing Rift at the moment and I'd happily score it 9/10 and actually wonder why I was being so miserly to deny it a 9.5...
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Depends on your specs, it's quite a demanding game. I've got a quad core at 2.4ghz and a ATi 4870, medium setting is ok (except for very busy areas) but framerate starts to dip if I notch it up to high.
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It's a great experience to be soloing quite merrily through the woods, only for the whole map to be overrun by riftlings. I know the reviewer said some people may find it frustrating to have their grind interrupted by mobs killing your quest hub npcs, but I find it makes for a nice break.
Hopefully when this game gets the standard MMO re-review in 6 months or so, it'll be a 9 or 10.
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I played 10 minutes of the beta and already knew what was in store for the next 5 years.
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Want... but too many games this month... too many games...
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Ohh dear. Um.. (whispers) a 3GHz Pentium D, an 8800, with 4GB of RAM...
"CanYouRunIt" plonks it right in the middle of Minimum and Recommended. Guess that isn't indicative then...
:S
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I used to very much enjoy playing with the Yanks on SWG and CoH. Being boxed in with the Germans and Russians is rather annoying in most games (WoW included). Not that I don't like them... I'm just very ignorant and only speak my English. Makes random grouping a pain the ass. Not to mention that US peak hours suit my working life better.
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You must be playing on a bad server. I play on Imperium, and so far finding groups has been pretty easy, people ask your role, such as dps, healer or tank, but they wont judge you until you have played with them, and never criticise you unless you keep making the same mistakes over and over.
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However what Trion did was put the focus on HOW the game works, not what was in it, the engine works 100% better then what Blizzard threw out 5 years ago, theres more mob/player population on screen far more then WAR had and theres little slowdown, and it's a 'full' game, which is extremely good indeed.
added to the fact Trion threw in a major update BEFORE day 31, it's showing they actally care about the game and the community unlike other 'big suited' MMOs which throw in the 'merical patch' just after the subs end to try and string you along with false hope - Trion actally delivered, dispite the few large lag spikes during very peak pops, the game well and truly breaks the old 'broken and unfinished' stigma many many games have had in the past.
It'll be a massive shame if the community doesn't support this game after the first few months as there is utterly nothing wrong with Rift at all dispite having a UI and a few core systems a kin to other fantasy MMOs, to me it's done exactally what John kinda says in the first lines - it's done what AoC and WAR couldn't do and given us a solid #2 MMO aiming for the pvp market, and so far I feel like it's earned it.
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Can you do it in BGs? Can you do it in combat?
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in the end it's worth having all 4 specs as theres a lot of diversity to the soul system for instant my rouge is a support healer/buffer in one spec, a full on ranged with pet tank in other, lockdown/cc melee combat in the 3rd and a tank in another, the soul system really throws the 'holy trinity' of specs out the window for miles.
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And honestly, I would prefer having zero customization to GS.
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I totally agree with you on the technical achievement, as I mentioned in an earlier post of mine. I really liked it at first but by level 18 I was yawning as I played and couldn't force myself to continue. I even rolled two more characters to see if I'd initially picked one I didn't like, but it didn't change my opinion.
Quests were tedious beyond belief and it felt like I was literally going nowhere and nothing was happening. I don't like the artistic design either.
I hope it succeeds but it isn't for me.
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@Goodfella - it's possibile that you are just burnt out of this type of MMO or MMOs in general, Rift does have a lot more stuff on it's 'to do' list thats equally as rewarding as 'gaining cap', plus 10 hours in game and 'unsubbing' does hint at the fact that you are more into WoW as it's not 'back to square one' again for you, you've acheved more there and playing another game would deem all that pointless and time wasted. Thats the reason why most WoW players stay with WoW and always return to it, a WoW char is an investment players can't let go.
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I agree with you to some extent but I went back to WoW and rolled a new char (Priest) last Friday, at level 35 now and enjoying it so it's not just about investment with higher level characters I have.
But yeah, I think your 'back to square one' point has some validity in the sense that I know WoW inside out, pretty much, and I'm more comfortable with that.
I'm going to keep my eye on RIFT though and may end up subbing again at some point, sometimes a game will just grow on you for some reason, I originally went off WoW after a similar amount of time when I first played it in 2006. Went back months later and it clicked.
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Out of interest, has anyone died while levelling?
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[link url=http://www.gamefaqs.com/boards/995594-rift/58056965
]http://www.gamefaqs.com/boards/995594-ri...[/link]
That pretty much nails why I just can't get motivated to play RIFT any more.
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To me those chars have never been much more than recyclable garpage, every char is the same, every talent tree is built the same, there's no personal involvement in anything beyond getting those chars to max level.
It's this very same pattern that stoped me from liking Rift, along with having the nowdays oh so typical endgame aka instances/raids/battlegrounds with rift just adding rifts on top of it. I'd say it'd be about time western mmorpgs would start copying the better features out of asian mmorpgs to get some new life in to these games.
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The investment people have is the journey they made with their first characters. The (rare) titles and achievements they've gathered along the way and also any companion pets are of emotional importance to most players.
It's also common to stay where all your friends are, taking the plunge to another MMO alone is very rare, especially if you don't have much experience with MMOs or games in general.
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"If it's not sub-free, it can go wait in the queue with the other non-Guild Wars MMOs for me to win the lottery or retire. I'm not paying each month because that pressures you into playing it. Any other type of game you can take a week or two off without wasting money."
Im with you on this one.
I really liked the beta, but can'y justify any more subs.
I've quit wow after 6 years - 3 months and going strong.
The Subscription fee of games like this serves as pressure to play - like any free time you get between work, social life and other games needs to be invested in this or else you are wasting money, even when you are not in the mood.
On my wages I can't afford any wasted money, im a moderate-income gamer who refuses to buy pre-owned or trade my games to Game/Gamestop for a pittance.
I appreciate that games like this need to recoup their huge investments and pay for ongoing support and development...
I'm just saying that on a personal level I can no longer count myself among the audience for these titles... until I retire, maybe
:
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"The Subscription fee of games like this serves as pressure to play - like any free time you get between work, social life and other games needs to be invested in this or else you are wasting money, even when you are not in the mood."
Idd
It's more the time issue for me. And that's why I've such high hopes for GW2. The first 9 or 10/10 AAA f2p MMO will be the thing to really start testing WoW's dominance.
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I approach them a different way; I figure out a reasonable amount of time I consider playing the game each month makes paying for it 'worth it' and then anything above is a bonus. This way I never feel pressured into playing or compelled to do a part of the game i might not enjoy 'coz otherwise its a waste'. I'll go days or weeks where logging in doesnt even become a consideration or need to be. Its ossom.
Anything below is time to review the sub
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I love how it sounds as though you have just came out of an AA meeting...
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Very well designed and thought out.
Just needs to avoid mods like dps meters etc and definitely needs a CROSS SERVER lfg system for instances.
Other than that, it's great.
As for the review score, and the review content, I'm actually impressed. The review is good, the score about right.
In my opinion,since wow cataclysm, a game that was at one time worthy of a 9-9.5 has now easily dropped to an 8. Why?
They didn't get rid of all the elitist tools ( both programmed and people ) and made heroic end game instances insanely hard.
Good review for RIFT Eurogamer, very well reasoned.
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