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The Chronicles of Spellborn Hands On

MMO PC Hands On by Rob Fahey

6 November, 2008

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There's a fatalistic sense of Daniel and the lion about what Spellborn International is set to do. World of Warcraft: Wrath of the Lich King to one side, Warhammer Online to the other, and a compelling line-up of single-player games flooding the shops, and The Chronicles of Spellborn is out on 27th November. Actually, it's like watching those YouTube videos where a curious mouse runs around a glass tank, but you know there's a tarantula in that hollow log.

Perhaps not. If Chronicles of Spellborn were another WOW clone, we'd have no illusions about its imminent crushing, but it's not. Let's consider some of the headlines. The first thing that strikes you is right on the character-creation screen - where, unusually, you get to select your armour and weapons from a pretty broad range of options. Unusually, you can pick from the same pools of armour and weapons no matter which class archetype you select - Rogue, Warrior or Mage.

This is because armour and weapons don't have statistics associated with them. They're entirely cosmetic - and while you gain access to elaborate and attractive items as you progress, the choice of armour to use rests entirely with your fashion sense. Instead, equipment has slots for Sigils (at present, only weapons and jewelry have these slots, but this will be extended to armour as well), add-ons that affect your character's statistics. These Sigils can be equipped to an item, and easily moved to another if you want to change your look.

'The Chronicles of Spellborn' Screenshot 1

Interior of a High House. Five of these Houses rule the world of Spellborn - you get to choose which to align yourself with as you play.

Another unusual aspect is the stats involved. Spellborn is missing an entire class of standard MMORPG statistics - specifically, anything to do with hit or dodge ratings. The game's dispensed with behind-the-scenes dice rolls entirely. Taking its cue from action games, it lets players and NPCs alike properly target their attacks instead. If you want to hit an enemy, you need to be targeting him properly; if you want to dodge an attack, you just dive out of the way. It turns combat into a fast-paced and exciting affair, where you need to keep moving around to avoid enemy attacks while positioning yourself to pummel foes. Many attacks (especially on the Rogue archetype, and its three sub-classes) are more powerful delivered to the back, so you spend a lot of time trying to get behind your enemies.

Where this really comes into its own is in the game's assortment of buffs and debuffs. Many attacks deliver an associated debuff - and many of those debuffs affect an enemy's movement speed, which prevents them from dodging or avoiding rear attacks quite so effectively. In player-versus-player combat this becomes crucial, since a target who's unable to move as fast as you is essentially a sitting duck.

The buff and debuff system has also allowed Spellborn to innovate in other ways. For a start, there's the game's atypical approach to healing. While one class does have a direct healing spell, every single class has access to healing of some kind - and it's often by means of a buff or debuff, such as one applied to an enemy which heals the attacker with each successful blow. The result is that groups don't necessarily need a "priest" class in their mix, as long as everyone knows what they're doing with the healing powers available to them. It's another factor that contributes to the pace, with most healing dependent on staying in the thick of battle.

'The Chronicles of Spellborn' Screenshot 2

This High House is by far the richest, and controls trade. Like something a rapper would build if he lived in Middle Earth.

It's also worth mentioning the game's AI. After a few hours of play you notice that Spellborn's foes don't behave like anything else you've seen in an MMORPG. For a start, they dodge and weave to avoid your attacks, which is understandable given the game's decision not to have any dice-roll based avoidance. And there are other, subtler things going on here too. We noticed this first when a wolf started running away even though we'd only hit it a couple of times. Suspecting a bug, we ran after it. We blundered through a bush after the wolf - only to discover ourselves surrounded by four more wolves, to whom the original target had deliberately led us. Clever girl.

Human targets are more intelligent still. They normally come in a group of varied classes - a mage with a handful of melee types, typically - and they adapt intelligently to your strategies as well as to the make-up of your own party. If you stand back and fling arrows and ranged attacks, the melee classes stand in front of the caster to shield him while he returns the favour. Charge in, and they deliberately target your own caster classes to reduce your group's damage output. Leading you away from whatever or whoever they're protecting, and towards more groups of enemies, is also on the cards.

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Hypercube
06/11/08 @ 13:58
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Looks interesting, but unless it comes with a free time machine, I fear I simply won't have enough hours in a day to fit this in. Damn you November and your cornucopia of games!
Darkjinxter
06/11/08 @ 14:07
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A long time ago I was really interested in CoS's approach to stat-less gear, unfortunately this is coming a bit late, and up against Gears of War 2 and Fallout 3 and Fable 2 and [big list 'o games] I doubt I'll find time to even look at this. Shame.
ZuluHero
06/11/08 @ 14:08
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oooh im surprised to see this here. Ive been following this game for such a long time but now that its finally here i can't possibly play it for lack of time (and too many good games).

Still, i hear there is going to be a free trial so i might see how it plays before passing judgement. Its commendable for trying something new in a sea of wow's though :)
iokthemonkey
06/11/08 @ 14:16
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Looks interesting but I wonder how it's controlled - an FPS-style mouse/keyboard combo? Then how are skills triggered.

I think if my reflexes were better, I'd give this a look... I'll certainly check-out the free stuff, anyway...
craziii
06/11/08 @ 14:16
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I have heard of this game only few months after wow launched. it has been 4 years. but with the free to play newbie zone, I am sure it will attract players.
Orange
06/11/08 @ 18:40
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Sounds very innovative, in the context of the genre that is. I will have to add this to my list as something to try.
darc
06/11/08 @ 19:03
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Holy cow, could this actually be... an MMO worth playing? I'll believe it when I see it. :)
KraftWerk
06/11/08 @ 21:05
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Nice nod to Jurassic Park in the article. :)
vane101
06/11/08 @ 21:22
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If this game had come out this time last year, it would have done a lot better. Nevertheless, it's going to put new MMO ideas into the mix which should lead to much better games in the future.
Edited 1 times, most recently on 06/11/08 @ 21:22
Byzanite
07/11/08 @ 09:16
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I dont think it would work. Its nice to see Dev houses trying to innovate a new style of MMO but Im just not sure this is the way to go.
levitate
27/11/08 @ 17:16
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Sounds interesting and quite bold. If I get some time during a weekend I'll definitely try this out. A shame it won't come to the UK for some time though.
trentonwilmore
14/10/09 @ 11:03
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I was really interested in CoS's approach to stat-less gear, unfortunately this is coming a bit late, and up against Gears of War 2 and Fallout 3 and Fable 2 and [big list 'o games] I doubt I'll find time to even look at this. Shame.

life experience bachelor degree | online phd degree | online doctorate degree
trentonwilmore
14/10/09 @ 11:04
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I fear I simply won't have enough hours in a day to fit this in. Damn you November and your cornucopia of games!


online degrees | life experience degree

Comments: 1-13 of 13 in total

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