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EverQuest 2: Desert of Flames Review

PC Review by George Kotsiofides

6 December, 2005

You might think that looking like Bill Bailey (as many, many, unkind people have commented) would automatically make me a huge fan of fantasy stuff like Orcs and Goblins and Trolls and human-sized rats in dresses and stuff.

It doesn't unfortunately (or is that 'fortunately'?).

But I am a fan of Everquest 2, despite it featuring all of these things and more, although the aforementioned rats still give me the willies.

Why? Because there's lots to do. It looks great. It's fun. It's huge. Combat is good. And it's very, very polished.

Desert of Flames is the first expansion for said game, and focuses on the newly discovered, Arabian-themed city of Maj'dul, set on the island of Ro. It's a welcome change of environment for sure, and beautiful to boot - EQ2 always has been. But the sandy Arabian theme brings out a lighter and texturally rich side to the environment. It's like a breath of fresh air - if that's possible in the choking desert heat.

You get minarets, arches, people swooping around on flying carpets, camels, turbans, and more beards than a ZZ Top fan convention. It's very atmospheric and a little stereotypical in a Prince of Persia kind of way.

The expansion offers up three new factions - the Court of the Blade, the Court of the Coin, and the Court of Truth. As your standing with various factions grow and diminish, you'll notice that the other faction NPCs will become attackable unlike other hub areas in the game. On the flipside, the same NPCs may actually want to pick a fight with you, so be prepared.

'EverQuest 2: Desert of Flames' Screenshot 1

It's just a flesh wound!

You'll be farming these factions in no time - for loot and rewards - and other players won't be able to stop you. Another SOE game, the infamous Star Wars Galaxies, used to give you a TEF or temporary enemy flag if you were a rebel that attacked Stormtroopers, for example. Thus, imperial players could attack and essentially defend their faction. This kind of system is absent in DOF, and indeed in EQ2 overall - if you're farming faction points, there's no danger from other players stopping you. And vice versa, naturally.

If you do want to engage in player Vs player (PVP) gameplay, you can either challenge someone to a duel or wander off to another new addition, the arenas - and these are a lot of fun. You can take part in combat as yourself, or buy a 'champion', a creature with its own separate set of powers and own distinct look.

While there's a selection of creatures available to buy, you can find others as duel rewards or loot-drops from high-level NPCs. This means high-level characters still have an advantage, but that low-level characters can actually participate in PVP with no real danger to themselves. You can even just choose to observe the battles and bet on the outcome; a nice introduction to gambling for the youth of today.

Additionally, there are several game 'modes' available in arena battles. These include standard deathmatch and team deathmatch, as well as the EQ2 specific 'Destroy the Idol' (no, not Billy). There are only about four different arena stages, though.

'EverQuest 2: Desert of Flames' Screenshot 2

Who'd live in a house like this?

The problem with the arena is that it makes PVP seem very 'detached' from the rest of the game; bizarrely it comes across like a mad version of Quake 3. There are additional spells and combat moves scattered around the arenas that competitors gravitate towards to gain an advantage, and vials of health and spell energy litter the environment. It's fast-paced and fun, but it does seem at odds with the rest of the game and serves as more of an entertaining diversion than anything else.

Hardcore EQ2 players have been chomping at the bit to get more high-level content, and for them this expansion is a godsend and will keep them questing for a good long while to come. Indeed, Desert of Flames is so aimed at high-level characters that they've increased the combat level cap for everyone from 50 to 60.

Increasing level caps is certainly one way of creating more 'content' in an MMO. It gives players something new to do, something to aim for. Grinding from level 50 to 60 is not easy as quests are usually significantly harder than what you'll be used to, but as you get into the flow of things you'll be able to level faster and you'll certainly be entertained as you progress.

For the weaklings among you, don't expect to last long or have much to do if you're below around level 45. One-hit kills and dying while just walking around exploring are no fun if you're a low-level character. This expansion will probably not be for you, unless you're prepared to invest a serious amount of time into EQ2 beforehand.

'EverQuest 2: Desert of Flames' Screenshot 3

Sorry mate, I don't go south of the river at this hour...

For example, we saw monkeys and beggars in the streets of Maj'dul with a combat level of at least 45, and while everyone knows that giving monkeys alcohol will turn them into unstoppable martial artists, it does seem kind of 'wrong' that such seemingly minor entities are so powerful. Indeed, creature encounters overall are much harder than before. It may be an idea to walk around with friends to take them on, as opposed to visiting the place solo, even if you're a super-tough player.

It's worth noting that the most recent EQ2 retail package actually includes this expansion, mainly because there have been sweeping changes within the game as a whole with the introduction of DOF. The change that will be most obvious to long-term players is that a number of professions have been drastically altered, and while this won't affect new players, it'll be a long, long while before you start to embark on the added quests the expansion brings with it. It's evidently good value for money, of course, but you won't be experiencing the high level content anytime soon.

Like the Trials of Obi-Wan expansion for Star Wars Galaxies, Desert of Flames falls down slightly not because it's not entertaining, not because it lacks content, not because it doesn't play well, but because its scope is too narrow to include everyone. If you're a high level character who's done everything in EQ2, then this expansion is a must, but hey, next time guys, release something that all your players can enjoy.

7/10

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Comments: 1-13 of 13 in total

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oDii
06/12/05 @ 06:52
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I wonder if Blizzard's WoW expansion will suffer the same fate...
bionutz
06/12/05 @ 07:19
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don't think so...
The_Aardvark
06/12/05 @ 09:44
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"Like the Trials of Obi-Wan expansion for Star Wars Galaxies, Desert of Flames falls down slightly not because it's not entertaining, not because it lacks content, not because it doesn't play well, but because its scope is too narrow to include everyone. If you're a high level character who's done everything in EQ2, then this expansion is a must, but hey, next time guys, release something that all your players can enjoy."

Balls.

This expansion, like pretty much every mmo expansion ever released, is aimed at the game's existing player base, the vast majority of whom will have reached the level cap and be able to leap straight into this expansion.

New low and mid-level content will miss far more of the playerbase than new high-level stuff since they won't want to make a new character running through 90% old material to experience the 10% of new. That kind of content is best delivered through running patch and update programs rather than purchasable add-ons like this one which need to add substantial new scope to the game for those who've exhausted the existing content.
Gurgeh
06/12/05 @ 09:51
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"It's worth noting that the most recent EQ2 retail package actually includes this expansion, mainly because there have been sweeping changes within the game as a whole with the introduction of DOF. "

Sweeping changes = signs of trouble
The_Aardvark
06/12/05 @ 10:11
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Not, of course, that the reviewer bothered to tell us what 'sweeping changes' actually means.

No, that would be silly.
Megapocalypse
06/12/05 @ 10:13
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'Sweeping changes = signs of trouble'

Not really; 'sweeping changes' is a bit of an overstatement. Its just changed the interface a bit, added a few extras here and there such as new voices and stances, and a few balancing issues, but nothing that drastically changes the game.
Edited 1 times, most recently on 06/12/05 @ 10:13
marilena
06/12/05 @ 10:24
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Yeah, I can't see how you can criticise an add-on for bringing content to the people that have experienced all the pre-existing content, while asking the others to get there first. It only makes sense.
PearOfAnguish
06/12/05 @ 11:40
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Is EQ2 just about combat, or can you buy a house, set up a shop and all that other gubbins?
Megapocalypse
06/12/05 @ 11:43
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'Is EQ2 just about combat, or can you buy a house, set up a shop and all that other gubbins?'

While combat is a large part (questing etc) you do have a house (or inn room to start with) that you can do up complete with shop space. And with the massive crafting system (its a game in itself), you wil always be able to make stuff that others need and make money that way.
Edited 2 times, most recently on 06/12/05 @ 11:44
vane101
06/12/05 @ 13:28
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I take your point The_Aardvark that paid for expansions are really for the more experienced characters. But the thing with EQ2 is that the starting locations are so limited compared to other games and it's difficult to travel far at low levels. It would be good to have other areas far away from the two main cities where you can start or visit at a low level. I think that's what George was getting at.

Most experienced MMOG players run several characters and I'm sure wouldn't object to a starting location outside the two main cities. World of Warcraft, for example, has a number of locations where you can start from across the gameworld. You can also travel quite far around the two main continents well before you reach level 20. I think this is one of WoW's big plus points.

With EQ2, you have to progress slowly area by area, even more so than EQ1.
spelk
07/12/05 @ 14:48
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No-one made any mention of the Adventure Packs that are currently available as content for mid-level players. Namely the Bloodline chronicles and the Splitpaw Saga both aimed around the 30 level mark. They are catering for 45+ in DoF, but there are options available for lower level players to enjoy extra content.
spelk
07/12/05 @ 15:03
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"It would be good to have other areas far away from the two main cities where you can start or visit at a low level."

There are many places you can start around the main cities. There are adventuring zones within the city limits and even low level adventuring zones that need a boat/bell ride to get there. Then you have vast adventuring areas just outside the city. I think EQ2 gets the progression just about right to be honest. You get all the tutorial advantage of the Isle of Refuge, to learn your characters basic skills in a quite controlled way, then you enter the city and start to explore the city and the areas around it, then you can adventure in places just outside the city, but still small in scale enough for your level. Then, finally you get to meet the great outdoors outside the starting city. You'll be in your mid-teens probably by this time, and you'll have explored many areas. After level 20 and exhausting big zones like the Commonlands will take quite a while - with plenty of dungeons branching off that - after 20 you start to explore the main large zones in the game, moving from one to the other - hopefully tasting all the content there is, and then moving on upwards.

I think the channelling through the areas at appropriate level, means you get to see the majority of content available, rather than skipping great swathes of content because of personal choice.

"Most experienced MMOG players run several characters and I'm sure wouldn't object to a starting location outside the two main cities. World of Warcraft, for example, has a number of locations where you can start from across the gameworld. "

You seem to be fixating on choice of starting location. As if it really matters. As I said, the progression through the available content is more channelled with EQ2, and less up to your personal choice, which I think gives you a better experience of all the content. Admittedly its not as "alt friendly" as WoW, whereby you could skip content based on several starting locations. But EQ2 has two main factions and cities . And each race does get a different starting area. I think with EQ2 its more about selectable content in the larger zones, and less about selectable zones upon startup.

"You can also travel quite far around the two main continents well before you reach level 20. I think this is one of WoW's big plus points."

Now I think this is one of WoW's downside. In EQ2, there is danger, travel isn't as easy as it could be. In WoW, you can more or less avoid most danger, I mean you can run a level 1 elf through to Ironforge, without much in the way of danger. I like the element of risk associated with EQ2. They granulate the monsters as well, with heroic ones, so a pack of gnolls in EQ2 are less likely to be all the same level and have the same amount of risk associated with them. In WoW most monsters in packs are the same level.

"With EQ2, you have to progress slowly area by area, even more so than EQ1."

This is true. But it gives you a pacing so that you can sample all the content thats on offer. I can see why some people don't like it, its like being spoonfed content at the rate at which you level, rather than you choosing exactly what you want to do and where, but that doesn't say there isn't choice in EQ2, its just that most of the choice opens up to you later on in the game level 20+ (or even 30+).
Glazius
08/12/05 @ 14:10
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It's the combat-level 45 _beggars_ that get to me.

Not only could they probably take down several bandit lords plaguing Qeynos or Freeport and take their stuff, outside the insular environment of the city, but I imagine that in keeping with risk-vs-reward, they drop stuff that sells for a fair amount of coin.

Yet... _beggars_.

I realize this is a bit like pointing at the strings during a puppet show, but even so.

--GF

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