Warhammer Online: Age of Reckoning

Beta Report Part 1: The early levels.

There's nothing quite like an MMO launch. These games are laden with so much detail, have been in development for so long, have so much blood, sweat and tear-soaked money stacked up behind them, that the run-up to launch takes on a momentous significance. While it's true that all MMOs - subscribers willing - have long developmental journeys ahead of them, that only seems to add more weight to the occasion. If an ordinary game launch is a sprinter leaping out of the blocks, an MMO's introduction to the world is more like an ocean liner easing out the shipyard for the first time, while a crowd of thousands waves little handkerchiefs in black-and-white.

That time is now upon Warhammer Online: Age of Reckoning. Its 18th September release date was announced this week, and the open beta testing phase is due to start very soon, along with the lifting of the non-disclosure agreement that will see torrents of information and hype gush out of every fan-site and forum. Eurogamer MMO has been playing the closed beta ever since we came away impressed from a brief hands-on at E3, and we've wriggled our way out from under NDA to bring you our first impressions.

Creative director Paul Barnett claims that the game could ship now. He's right. He was right three weeks ago, he's even more right now, and he'll be righter still come 18th September. Warhammer Online has an abundance of content, an embarrassment of play styles. It may have lost two cities and four classes along the way, but as far as we can tell at this stage, what remains is full to bursting - and this does seem to go for high-level content, too.

With all that in store, recent patches have attended to even more slick interface improvements, and engine and network optimisation to get it running as smoothly as possible. It still lags a little when the war between Order and Destruction is at its busiest - and it gets very busy indeed - and there is currently one irritating crash bug that occasionally and unceremoniously dumps you back to your desktop. But that's all. Leaving these issues (and the unknown that is server performance) aside, we're sure that WAR will be the most complete and polished MMO launch ever, and that does include World of Warcraft.

'Warhammer Online: Age of Reckoning' Screenshot 1

Squig Herder, Squig and Chaos Chosen.

Now that we've invoked the name that is impossible to avoid when discussing WAR - the two games being so close in style, setting and basic mechanics - we should lay out what we've learned from the beta about where they differ. The first thing that strikes you - well, the second, after the Public Quests, of which more later - is that this is a quite a linear game. Where WOW branches out early on, unfurling a head-spinningly expansive globe for you to explore, WAR sets you at one end of a deep trench of content and gives you your marching orders.

It's a quick march, too. Starting as a Greenskin (the cheerfully illiterate and nasty orcs and goblins), by level ten you'll have gone through three major questing hubs or "Chapters", each with at least one Public Quest; you'll have received your first quests leading you into the second zone; and you'll have arrived at your first War Camp. War Camps sit on the edge of Realm-versus-Realm war zones, where you'll be given battlefield objectives to take, and expect to encounter players from your race's opposing faction - in this case, Dwarfs. They also offer cheap and quick flights connecting you to the game's two other strands, Empire versus Chaos, and High Elves versus Dark Elves.

'Warhammer Online: Age of Reckoning' Screenshot 2

Goblin Shaman and, erm, some wizards. Probably Disciple of Khaine and Zealot.

These three paths through the game are dense with quests - mostly pretty quick-fire and entertaining ones, with low kill-counts, and no drop rates to worry about (if you kill a boar, you get its head, end of story). If you're not careful you'll find yourself loitering in an area long after you've outlevelled it, hoovering up every last crumb of XP. You're even more likely to find yourself ignoring the quests completely and squatting on a Public Quest instead. We discussed these rolling, drop-in-drop-out multiplayer scenarios in detail in our E3 impressions, and they remain the single most exciting feature of the game.

Sometimes they present an awkward obstacle you'll have to navigate around to get to the chapter, if no other players are around. It's amazing how often those players do come, though, and once a large group settles on a PQ it tends to stay there, replaying it over and over again to grind up influence, or for one more shot at the horribly addictive slot-machine loot system. And Public Quests really are everywhere: although Mythic has included quest pointers to them, they're hardly necessary; you'll stumble upon them naturally all the time. It's even possible to jump into open parties and warbands (raid parties) created by other players, and the game helpfully tells you what parties are open and nearby.

After such a packed and satisfying questing experience, it's a disappointment to arrive at the RVR battlefield - player-versus-player realm warfare being the hook Warhammer Online is hung on - and find it barren. Deserted. No scraps anywhere. That's fine, you think, I'll just queue up for a Scenario instead: Scenarios are WAR's equivalent of Battlegrounds - instanced multiplayer maps, usually with a base-capture theme - and unlike WOW's tiny handful, there are dozens of these, one for each zone. But you can queue all you like in the Greenskin starting zone: you won't get a match.

It soon becomes apparent that all the RVR action, whether in the open world or in scenarios, is concentrated on the Empire versus Chaos line. This could merely be a quirk of this relatively low-population beta server, or it could be down to the fact that players are naturally gravitating to where the ultimate endgame of city sieges will be played out, now that the Empire and Chaos capitals are the only remaining cities in the game.

Either way, it illustrates a problem Mythic will face with Warhammer Online: controlling the flow of the game's population. Because this is a genuinely massively multiplayer game, with genuinely massively multiplayer content - as opposed to WOW, which is a massively multiplayer world with content aimed mostly at solo players and small groups - it relies very much on players doing what they're supposed to, and filling out the numbers. Public Quests are working well at the moment, but RVR is only working in certain places.

'Warhammer Online: Age of Reckoning' Screenshot 3

Tanking is the Order of the day: Warrior Priest, Swordmaster, Ironbreaker.

Empty battlefields give your suspension of disbelief a nasty knock, but the good news is that it's easy and quick to get to where the action is. We jump in to an early-levels Empire versus Chaos Scenario and enjoy its seesawing scraps very much. Although Scenarios add nothing particularly new to a well-worn format, having the option to play them out across multiple subtly different maps will certainly make a nice change; here's hoping that doesn't spread players out too thinly to be able to reliably get games.

Open-world player-versus-player - always a failing of WOW's - works well enough, when we finally encounter it in Nordland. The tightly limited size of the RVR areas in the game does help focus the action on a single battlefront, even when there are multiple bases to capture; with this, as in Public Quests, Mythic's world designers deserve a lot of credit for their carefully funnelling players into the action through the landscape design.

WAR's dense and linear nature does mean that simple exploration isn't the unalloyed joy it can be in the best MMOs. This is a game for fighters, not adventurers. The game world is a good deal more handsome than we first thought, but even a bit of flight-hopping around later levels reveals that it's not particularly varied. The Elven areas have some startlingly beautiful architecture and lush meadows, but overall are the most boring of the three.

'Warhammer Online: Age of Reckoning' Screenshot 4

Swordmaster again, plus Engineer.

The Dwarfs and Greenskins make their way through craggy mountains littered with ancient relics and siege engines; dramatic and well-executed, but rather clichéd. Once again, Empire and Chaos come off the best by far, making excellent use of the less familiar reference points of the Warhammer licence in their vision of a 17th-century pastoral idyll gone horribly wrong, a sort of occult English Civil War.

Continuing the tourism, we take in the streets of the two remaining capitals, Altdorf and the Inevitable City. Their scale certainly is impressive, and considering the need to cycle them through several ranks of prosperity, it's easy to see why creating six towns on such a scale was just too much for Mythic. Altdorf is one of the most detailed and credible virtual towns we can think of, with no loading breaks whatsoever. The Inevitable City looks fantastic, but it's harder to imagine it feeling like an actual, organic home to its player inhabitants, as the likes of WOW's Orgrimmar and Stormwind do so spectacularly well.

There is, of course, one other crucial side to a massively multiplayer RPG's content, and that's its classes, skills, and the depth and feel of its combat. Here, we have to confess to not having delved particularly deep into the game, but we can give some basic impressions across several of the game's 20 careers. These belong to four standard archetypes: ranged damage, melee damage, tank and healer.

Levelling is fast, especially if you keep yourself rested for the WOW-style XP bonus. With no inns, all you need to do is sit or log out in a friendly encampment to rest. You also get an XP bonus for killing multiple enemies in quick succession - a "killing spree". Skills come at the rate of one or more per level. Most use action points, but many have no cost beyond their cool-downs; this is a game where you use skills a lot, and your choices are limited by your class's particular combo system. For example, the Black Orc tank moves through three tiers of skills in a cycle, while the Witch Hunter damage-dealer builds up combo points and then spends them on finishing moves.

On top of this, you get a morale bar which builds up gradually the more time you spend in combat, and can be spent on a series of increasingly powerful morale skills; you get the first of these at level 8. Just as in the over-arching systems of adventuring and realm warfare, WAR's combat design is complex, split across multiple fronts. At level 11, Mastery - the game's quite simple talent-tree specialisation system - comes into play, as do Tactics, the system of permanent, equippable buffs earned from the one-size-fits-all career trainers, or from increasing your RVR renown, or from the achievement system of the Tome of Knowledge in-game encyclopaedia. You can set up several preset Tactics builds to switch between quickly.

'Warhammer Online: Age of Reckoning' Screenshot 5

Greenskin architecture isn't exactly refined.

It's too early to say for sure, but we get the feeling that WAR's combat is designed for breadth, not depth. In an MMO, that's not necessarily a bad thing at all; more systems means more long-term fiddling and obsessing to do. But it's a shame the design of the very basics - the skills themselves - aren't a little stronger. Without clearly defined animations or conceptual hooks, you often need to remind yourself which of the wide selection of "does x amount of damage plus this buff or debuff" strikes you're using. It's all a bit woolly, and that's not helped by slightly lumpy pacing and lack of strong feedback.

That said, the basic tank and melee damage classes are solidly satisfying to play. Ranged damage is probably the weakest link; these classes, including the pet-based Squig Herder and Magus, can feel quite repetitive and detached to play in the early stages. Few of WAR's classes present particularly novel or flexible takes on their tried-and-true archetypes, it must be said, although the White Lion (a melee pet class) and Disciple of Kaine (a front-line healer which builds up healing power through combat) are both interesting.

'Warhammer Online: Age of Reckoning' Screenshot 6

Bright Wizard and Engineer face off against Witch Elf, Shaman and friends.

Warhammer Online's crafting system is a more definite departure from the norm. Trying out Apothecary, we discover that it's not recipe-based, but reliant on experimentation. You'll select a main ingredient that will give the potion you're creating a certain effect - an armour buff, say - and then combine it with others that modify the length or strength of the effect. Volatility is an issue, too, with some combinations more likely to fail than others, so "fixer" ingredients can be added to stabilise the mixture. It's an odd system, a little frustrating, and seemingly designed to relegate crafting to a mini-game rather than a complex career path of its own. That's fair enough; Mythic has always maintained that the Warhammer universe is all about the fighting.

Warhammer Online isn't just about fighting, though - it's about everybody fighting, everywhere, all the time, and together. It's both thoroughly and accessibly massive: you don't need to join a guild or even a group to find yourself warring against or alongside dozens of other players. At this stage of the closed beta, it's halfway to pulling it off: all it needs, we hope, is more players, to spread the war out across more fronts. We'll report back in the coming weeks from the open phase of the beta, and the later levels of content, to let you know how it's getting on.

Warhammer Online: Age of Reckoning is due out on 18th September.

Comments (37) Latest comment 3 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Bleh #1 4 years ago

    I actually shouldn't be saying this but I just can leave it. I couldn't get into this game. The combat feels like ...... well nothing. It looks like 2 sacks of potatoes are hitting each other.
  • ZuluHero #2 4 years ago

    "we're sure that WAR will be the most complete and polished MMO launch ever"

    Will you stop saying that about every new mmo launch - its starting to become clichéd!
  • Hamflank #3 4 years ago

    You remark on the combat: "It's all a bit woolly, and that's not helped by slightly lumpy pacing and lack of strong feedback." is what worries me the most.

    Hopefully they will fix it before release.
    Edited by 1 at 08/08/08 @ 15:46
  • MaxiSleep #4 4 years ago

    Seams way to PvP focused for my tastes. Others will enjoy I am sure.
  • shamblemonkee #5 4 years ago

    Hmm, if combat doesn't feel particuarly connected or involving that's got to be a worry. It can be fixed of course but for it not to be nailed now is dissapointing.

    won't affect me too much as im firmly addicted to WoW but would be nice to see a viable alternative.
  • Gaol #6 4 years ago

    "It's all a bit woolly, and that's not helped by slightly lumpy pacing and lack of strong feedback."

    This is the single biggest issue with WAR atm. Combat just isn't fun, its way way too slow and stodgy.
  • Drone #7 4 years ago

    God I Hope this game isn't yet another massive disappointment
  • ZuluHero #8 4 years ago

    "This is the single biggest issue with WAR atm. Combat just isn't fun, its way way too slow and stodgy. "

    Can you explain that in comparrison to wow's combat? just so i can get an idea?
  • InfiniteFury #9 4 years ago

    "Trying out A***...."

    Anal?
  • Nostrus #10 4 years ago

    They can't say the entire name; still under NDA.
  • TheDudesRug #11 4 years ago

    For fighters not adventurers. In a weird way, I'm glad that this line came up and completely put me off this game. It's a good thing as, while 3 years of WoW allowed me to save up for a house, it certainly wasn't character building (sorry). I was concerned that this would be the game that would get me back into the hunched world of claret, 'cigarettes' and comas. Thank God for this late reprieve. A fantastic franchise, with no doubt a fantastic team behind it. But not for me. Thank God.
  • berelain #12 4 years ago

    Gaol +1

    Its my main concern right now, thats for sure. In a game where combat is the main draw, it really needs to be rock-solid.
  • Oli Verified Reviews Editor, Eurogamer.net #13 4 years ago

    "Trying out A***...."

    Anal?

    Haha whoops. It's apothecary. I made a mental note to check it because my brain was saying alchemy and I knew that was wrong... then forgot.

  • Macross #14 4 years ago

    sounds cool. Although I couldnt help thinking it read exactly how Burnett talks :)
  • Chufty #15 4 years ago

    Who cares how few boar heads you need to bring back to finish the quest? You're still going out hunting boars for boar heads.

    Just another cookie cutter MMORPG. The "departure from the norms" are laughably superficial.
  • Wyrm #16 4 years ago

    WoW shouldn't be worried. It's too lovely and comfortable, I know the world so well it's like my home town. Any other MMO can't compete with that and won't be able to make me invest the time into it.
  • Hamflank #17 4 years ago

    Can you explain that in comparrison to wow's combat? just so i can get an idea?

    It's like watching a movie with the sound 0.2 seconds out of sync, it just doesn't feel right.
  • Kazzahdrane #18 4 years ago

    Sounds promising though the worries about empty PvP areas don't sound too good. Imagine that with servers full of players at launch that hopefully will be less of a problem though. Still not convinced on the whole, will definitely be trying the beta once they allow us CE pre-orderers in!
  • Orange #19 4 years ago

    I'm going to pass on it, looks better than Conan but worried about the combat and that in the end it seems to be just more of the same.
  • Sam_Smith #20 4 years ago

    Can't wait for this. Please let it be good.
  • Nikalai88 #21 4 years ago

    The preview started out so good but set my hopes lower near the end. Sucks about the elves and the ranged DPS being the poorest parts as that is just what I was going to do.
  • Stickman #22 4 years ago

    Don't worry about ranged being worst. It just means you'll kill everything in 2 seconds flat after the first patch.
  • davisorle #23 4 years ago

    1) Like I said the project of this game is based on an MMO that wont last in time no matter what...
    2) The Crushing on the desktop is more than fn annoying when playing MMO.
    3) Not in a mood for a new MMO release since Ive been playing AoC since release and things are being patched up there still and im loving the game anyways and its too flexible and promicing as a game unlike WAR which will stay the way it will be released other than the bug fixing.
    4) I rather went back to WoW when the expansion comes out than playing WAR that my own PvP skill wont even have a chance to be proved in a game like this.
    5) This game generally kinda seems like crap oO Tho ofc ill have to play first and say for sure but still...
  • Wildsleven #24 4 years ago

    i hope its good cos i wanna play some other mmorpg for a change
  • Drone #25 4 years ago

    Gamespy has a blog on their experiences in the beta which seems to be a lot more in depth than this article (its 29 pages long and counting). I suggest you read that before making any hasty judgements.

    @ davisorel

    When did WoW PvP prove skill? He who has the better gear wins every time. Or just play rogue =P
  • Trikk #26 4 years ago

    Gamespy has a blog on their experiences in the beta which seems to be a lot more in depth than this article (its 29 pages long and counting). I suggest you read that before making any hasty judgements.

    I don't think I'm the only one who doesn't trust Gamespy, IGN, Gamespot, etc previews. They hype any game they get to test out of fear that they will be left out for the next preview if they don't.

    I've seen this game in action as a couple of friends have gotten into the guild beta. Can't say that I'm impressed with what I've seen. Looks like a pretty cool world, with lots of content and new ideas, but the main issue for me is that the combat brings absolutely nothing new to the table. It's simple button mashing, spamming your bread and butter attack and then occasionally using another ability with no sense of timing or adaption at all.

    I'm going to buy it, try the first month but I doubt I'll stick around.
  • TheJuriel #27 4 years ago

    So...for all the positivity of the article... the final verdict is that the basic skill system and combat are boring? The ones you'll spend 99% of your time interacting with?

    Okayyy...
  • saggo #28 4 years ago

    Well im just waiting for my key.. Think its gonna be a great game, as good as WoW was in the beginning..

    MMO News
  • Dizz #29 4 years ago

    Sooo...when do we get to hear anything on preorders and (open) beta access in Europe? The entire affair doesn't really inspire a lot of confidence in their (Mythic's and GOA's) logistics tbh.
  • _LarZen_ #30 4 years ago

    You can download the client the 15th this month, when open beta goes live is not known yet.
  • rudedudejude #31 4 years ago

    "2) The Crushing on the desktop is more than fn annoying when playing MMO. "

    er... BETA?
  • Sildur #32 4 years ago

    I'm quite frankly glad that things aren't quite as bad as they seemed with WAR. Largely because it's great to have something to keep Blizzard on their toes. I am however still not the slightest bit impressed right now.

    I may wait a year or so for all the poor suckers to try it out and work out all of the bugs and kinks for me, before even attempting to take it seriously. :)

    I understand why they're trying to differentiate themselves from WoW and that is a good idea, but those differences are the exact reasons why I won't be interested in this game.
  • Sildur #33 4 years ago

    I also know exactly what will happen soon after release: "WAR is for the hardcore RPGers because it's not as well made as WoW so it takes seriously nerdy dedication to get through all of the crap".

    Now that will be funny. :D
  • Camorrista #34 4 years ago

  • iokthemonkey #35 3 years ago

    I get the impression MMO developers have decided solo content is dead and everybody now wants PvP, which is great for them, as it means they don't need endgame - the endgame is you twat each other repeatedly.

    Age of Conan had that same mentality and it looks as if WAR is going that way too.

    I could be wrong here but it sounds like Team Fortress 3: Orcs and Ogres.

    A shame, as the Warhammer lore is really good.
  • gmjapan #36 3 years ago

    "most complete and polished MMO launch ever, and that does include World of Warcraft"

    I thought blizzard hopelessly underestimated their populations at launch resulting in next to no one able to play and withholding the product from sale? Enough launch troubles for even Blizz to refund days spent in queues and broken servers. Sounds like fail to me.

    The lack of involvment and feedback in the combat is enough to turn me away here; shame.
  • Lemming81 #37 3 years ago

    Soooo....what happened to part 2?