Dungeons & Dragons Online: Stormreach Review
Chasing the dragon.
Version tested: PC
What is it that makes perfectly normal human beings threaten life and limb (with thromboids) and sit watching a brightly-coloured figure automatically hit thousands of things? As a psychologist (amateur - I read my horoscopes once a week), it’s my professional opinion that computer screens put out some form of pink radiation that hypnotises, sedates and stultifies the recipient. I can’t find any other reason why people indulge in said overly repetitious avatar-based interaction, except perhaps the outlandish concept that they may derive pleasure from it. And Lineage 2, RF Online, Neocron 2, Shadowbane, The Sims Online and the execrably revamped Star Wars: Galaxies are all strong counter-examples to that.
If anything could break this chain, Dungeons & Dragons, with its Live Action Roleplay Heritage, is surely our solution. Recent games based on it, with the sole exception of Dragonshard (that shares the passable background world of Eberron with D&DO), have been excellent. Even if you’ve never played D&D, you’ll recognise the game system from this hall of fame: Baldur’s Gate II, Planescape Torment, Neverwinter Nights. Well, D&DO feels, looks and plays just like them.
First off you get to do the most fun part of any MMO so far; create your character, in that timeless D&D manner that’s been ripped off by everyone since, choosing your race and class, from dwarves, elves, hobbits and humans. There’s also an unexpected robot race, the Warforged, who are basically big terminators, tough as rock but bastard-hard to repair. Then you get to do the EA-patented facial moulding, haircuts and so on. (It’s not up with City of Heroes in the costume department, but then nothing could be.) At this point you have the welcome choice of going with the auto-generated character or tweaking and customising all your character’s stats, giving them new feats (like two-weapon fighting or diplomacy) and generally making them your own. Having chosen your profession, you venture out into the big bad world and fall flat on your face.

Cor, I just got a flashback to the school disco.
This pratfall’s because D&DO makes no pretence at being a single-player game. You can do about, ooh, two missions after your training (which is wholesome, helpful and nicely plotted) before you’ll start getting beaten up by everything. It’s not like it’s small rats either, it’s giant spiders, roving skeletons and robot dogs. You get beaten up because every quest is designed for an average of four people; a level one quest expects you to have four level one people with you. (The starting area also points up a big problem with D&DO, which many MMOs have suffered from; mid range PCs have dreadful performance when there’s lots of people around. Of course, this wouldn’t be a problem, except that the game includes taverns where you go to heal up, meet parties, and so forth which are therefore packed.)
The closest game is Guild Wars, NCSoft’s plot-driven semi-MMO. Like that wonderful work, D&DO is entirely driven through instanced missions, most of which are dungeons. This means whether you're hunting down an errant baker, or recovering a lost book from a buried library, you're never waiting for the thing to respawn, you're not stymied by high-end PVPers standing in your way and you're able to enjoy the carefully-plotted missions. (If you particularly like one, you can replay it on harder difficulty levels, increasing your rewards.) More importantly, instancing everything means that a mission can involve things like secret doors, traps, mazes, and friendly NPCs, and can contain proper plots that develop throughout its length. As some dungeons also lock you in and there's no health or mana regeneration, it also means no-one can afford to rush headlong into the fray; each mission is about balancing your resources and working out whether you can afford to spend them in a certain way at a certain point.

...and that was the only time we let the Jehovah's Witnesses in...
This means that, more than any other MMO, D&DO is about playing a role. Not roleplaying, though there’s a cabal of foppery and forced Cornish accents around; "playing a role"; doing the thing that your class does best. Indeed, with the aforementioned freedom of customisation, the thing your homemade character does best. Rogues scout ahead, assassinate dangerous characters, find traps and secret doors, and deal with them, Rangers snipe and talk to the animals, Bards wail enchanting dirges like Thom Yorke before they’re bound and gagged, and Barbarians charge headlong at the most dangerous enemies screaming Scandinavian epithets.
And everyone fights. Fighting isn’t simply ‘hit the auto-attack button and occasionally buff your character’. Depending on your character’s abilities, you can roll, sidestep, jump and block, all of which affect how hard you are to hit and how much damage you do. This counts for both you and the AI enemies, as does ganging-up and the type of weapon in use - it pays to carry a variety of blades, cudgels, enchanted implements, and stabby-stabby things to slice, bludgeon, and pierce differently resistant bads. Moreover, the auto-attack function is slower than your own clicks, so it pays you to take part and take care in combat. Where WOW is like Connect 4, a solved game, D&D is not always predictable and relies on you swinging, dodging and blocking at the right times. That's right, like the long-mourned Planetside, it's about skill!
As you get no experience from fighting enemies, only from completing quests, the game also becomes more tactical; you don't absolutely, positively have to kill every mofo in the dungeon. It’s about different paths to success. For one mission I teamed up with just another rogue, and we got through it without having to kill anything (aside from backstabbing sleeping kobolds for target practice, which doesn’t count). Even more pacifist parties could simply sleep and charm every enemy, except the mission-critical ones.

Waiter, could you show us some of the other lobsters? This one's off...
It’s when you get to your first level, which takes an age, that you realise how true to D&D this is beneath the surface. All those skills and feats from Neverwinter Nights are still in there. Moreover, each level is divided into three ranks, each of which’ll take a good few quests to get through. It takes time, yes, but you feel much more rewarded than you do from MMOs that throw your first twenty levels at you, then expect you to spend six months getting the next twenty. (Not that we’re criticising World of Warcraft; it’s an excellent methadone substitute.) When you do level up, you don’t have to stick with the class you’ve taken, you can multi-class. Whether you want to redress some imbalances in your character or because you have some cunning combination in mind, this gives you the chance to continue developing your character, without having to plough back through the training levels again.
We weren't sure about D&D at first; we've always soloed in MMOs and for the first three hours we just died alone, over and over. But this is the ultimate group game, and in a group the plot elements, wonderfully varied missions, and teamplay really pay off. As long as the team keep rolling out the promised content updates, we'll keep playing it. Sure, there are flaws and the lack of any soloing capability, the occasional difficulty in finding groups, as well as the apparent slowness of levelling get irritating, but they're nothing in the face of what it does properly. The hypnotic light from the screen helps pass the time as well...
8 / 10
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Comments (28) Latest comment 6 years ago
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I guess the kind of people that do 'OMG first pots!1' also have trouble counting to one...
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If i buy this first and then get Oblivion, i'll be paying for a subscription i will be hardly using.
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No PvP: Thats not a bad thing but its something people have come to expect in MMOs
A monthly fee for an instanced games like Guild Wars which is free
Repetitive gameplay, maps and monsters: The Sewers, Basements and Catacombs look pretty but after few weeks you've seen all the variation your going to see and there are 27 mob models in the whole game.
Loads of performance issues: Drop your settings to low and it still strobes in areas like the marketplace, the starter areas are pretty much unplayable
Crap character modeling / skining (leather armour looked like skintight latex, upgrading to plate just changed the skin)
No dragons
I'd give it 6/10
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Think about it: You never played D&D by yourself did you? Groups was the 'point' of PnP RPG.
This game is not WoW, and shouldn;t be viewed as such.
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It has taken grinding to a new level (level, geddit?).
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The forced grouping would work if it wasnt for the fact that the game is almost completely instanced. Rather than playing you tend to spend most of your time waiting in a city trying to get a group.
I would only recommend DDO if you have a group of friends you are regularly going to play with. But even if that was the case I would recommend most other MMOs!
So much potential wasted, lets hope they do a better job with LOTR.
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I wanted to like it, I tried to like it, however I just couldn't. In it's current state I wouldn't give it more than a 5/10.
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That was my understanding.
Also, loads of content was not available for the beta test too right?
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I'm in the same boat, I was really looking forward to being in the beta and realised it wasn't what I wanted to play after all.
The DM narration was a nice touch though and the more interactive nature of the quests was good but it just didn't grab me though.
I think it was a mistake going for Eberron as well, I know the Realms have been done to death but I'm not a fan of the setting.
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Also the "all instanced content" actually makes it harder to meet and group with people which is a flaw for a group oriented game. The whole world feels completely souless. It seems that a lot of the games longevity will come from the fact that most of the time you are waiting around for players rather than having fun playing the game.
I really was painfully unimpressed with the whole game. To then see it reviewed with 8/10 was pretty much astounding from my experiences. I know that experience from beta changes quite a bit when you go live, however the Euro beta was more a tech thing for network stability and the build we were playing on was close to finished.
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Eh? Think you'll find that's pen and paper heritage, me lad. /pedant
And incidentally, why is EG so ashamed of this review that it's under a dumbass pseudonym?
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Hehe, spot the Paladin...
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D&D roots are from tabletop stategy wargames, playing solo with that would be pretty boring with D&D being a group centered game because people would be playing in groups (since cases were there would just 2 people would be pretty rare).
But you have to remenber "tabletop D&D" groups were not random people grab at comic/book shops ... no, they were friends (or would be) and people played as a group at the same time.
Now with MMORPG you get strangers and if you happen to show up when nobody is online (played WoW and GW at graveyard shift) ... well too bad since if you dont have a clan member (who could possible be doing something else, another issue with MMORPGs vs tabletop D&D is that everyone in a D&D tabletop group is advancing for the same quests as in MMORPGs its "every man for himself"
So dont compare tabletop D&D (or any RPGs for that matter) groups to MMORPG groups, even clans are not close to then.
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The retail client does have higher quality textures than the beta, though the character models are still of questionable quality- some of the armour/helmets/etc are very dorky. Still it does look good on high settings in a fight and lag issues I had in beta seem to have largely gone away on my moderately-chunky PC. Haven't seen too many bugs since release, either. One or two instances where quest items can disappear if you lose a party member, which is immensely frustrating.
The players I've played with span the usual range of 'tards to great people- too many seem to just rush through the same instance repeatedly for the loot and XP, though I've found many players willing to play as a group and tackle things intelligently. Too many of the levels out there now let you just rush everything that moves and there are usually XP bonuses for 'aggression', though, and the box-smashing was a mistake IMO. Clerics and rogues are hard to find, as you may expect.
Combat is a lot more fun than the old auto-attack, and I've never been tempted to use the auto feature even after hours of right-button abuse. Some While much of the fighting is just a click-fest there's definitely potential to approch situations intelligently if you're in the right group and dungeon. I've seen a few quests where you have to prepare carefully to survive some mobs, and tactical use of eg. high ledges on the landscape can get you past some of the big guys, which seems intentional rather than an 'exploit'.
I really don't comprehend the amount of ranting about use of instances- as the whole point of the game is to have a good dungeon crawl the last thing you'd want would be some fool pulling trains on you and camping the best loot. Use of traps is a case in point and many levels will require you to have a thief or suffer a lot of pain. No big world to explore, no crafting either, but I can't say I miss that much personally.
Lack of new content will be what makes or breaks this game- current amounts of content and the current level cap of 10 will mean powergamers run out of stuff to run through fairly fast, and it looks more geared towards those who put in a more limited number of hours. Having said that I've heard nothing about the amount of content in the pipeline. Some of the current quests are very weak and hopefully the quality will improve. If not then they will lose a lot of players after their 30 days.
I'm glad it's not another game trying to be WOW, though a lot of players can't seem to get over it. Comparisons with GW seem odd as you could level that in no time at all and get on with the PVP, which was the whole point, wasn't it?
Overall 8/10 is pretty fair, though that may need revising in a months time. It's a shame they got some pseudonym in who knows little about the original game to review it, though...