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Age of Conan: Open Beta Glimpse
By Nymm
Tue, 13 May 2008, 08:55:00


Like many thousands of others, I cleared a large swath of hard drive space and spent a few hours downloading the 14 gigabyte open beta client for 10 fabulous days of Age of Conan (AOC). Through no fault of FUNCOM I only managed to get into game on 6 of those 10 days, but here's my first impression anyhow.

Character creation is quick and easy. AOC allows you to choose from 3 races, all humans of various origins, and 12 classes. The classes are broken down into 4 familiar archetypes. Oddly, two of the races cannot be mages and the remaining race cannot be warriors. This makes perfect sense in the game lore, but seems like a rather odd design decision for a game with a significant amount Player Vs. Player content.

Once you chose a gender, race and class you can customize your appearance. The default interface gives you a simple set of controls for generic body type and height and a selection of predesigned faces, hairstyles, and body/face markings. By using the advanced controls you can fine tune your body type and some aspects of facial appearance. In all there are a comfortable number of combinations to make your character feel unique in appearance.

After character creation you spend the first few level in a dedicated instance where you learn the user interface and the basic abilities of your character class. This is one of the smoothest "tutorials" I've seem in an online game. With that said, after the 5th time through it gets pretty old. I wouldn't be surprise if the game gains a way to bypass the tutorial at release or shortly thereafter.

After the dedicated instance you graduate to a shared instance that is still very much a training camp for new players. The City of Tortage consist of two very similar yet incredibly different instance. The City during the day is a multiplayer zone like we all grew up with, where you can meet and interact with other players while doing quests, earning experience, killing mobs, and getting phat lewts. The city at night is a single player instance where you take on a series of quests that train you in your class abilities as well as steep you in the storyline of AOC. By talking to certain contacts you can move back and forth between the two instances at will. The two combined will allow you to work through the teen levels and help you learn the backstory and perfect your class abilities.

So, with the basics out of the way, it's time for some opinions. Unless otherwise noted, my impressions are based on leveling an assassin from 1 to 13 during the open beta.

First off, the game is visually stunning. Since I haven't updated my gaming rig in about a year, I dialed the video settings down to low for most gameplay and even at their lowest levels the environment and characters looked fantastic. On my 7600 series gforce card I maintained 25-30FPS most of the time. Some might say this is too low, but honestly it looked fine to me. A note of warning for the moms and dads, this game is definitely adult content graphically. There is a goodly amount of nudity to be found and some fantastic gore. I still can't decide if the best fatality is killing someone and seeing blood spatter your monitor or the death animation in which you slice the enemies head off and watch it roll away.
 

The conversation system is dialog tree based, but has a nice feel to it. Anytime you go into dialog with an NPC you take on what I describe as a realtime cinematic feel. The camera locks in place and you get black bars at the top and bottom of your screen, with the NPC parts of the dialog being displayed at the bottom like close captioning. Your possible responses, one if which always seems to be "Goodbye" for a quick exit from the dialog, appear in the black space at the bottom of the screen and are numbered so you can quickly navigate the conversation via keyboard, or click on them if you're more mouse oriented.

The quest system is journal based, which won't surprise anyone who's been playing online games this decade. It is closely tied to the mapping system and I particularly liked being able to click on a quest goal on the map and make that my active quest. The journal has the usual bells and whistles, quests sorted by where the next step is to be completed and color coded by difficulty with an icon for group content next to the quest title. Overall about what is expected these days from a competitive game.

The combat system leans towards the twitchy side from what I saw. There are three melee attacks (attack left, attack right, attack center) that are the primary means of melee attacks. They correspond to the defense shields for the NPCs and other players. You can control your defenses, switching to defend left, right, center or some combination on the fly. This all leads to a fast paced combat interface. On top of that at level 2 you start learning combinations, feints, and special attacks that work in conjunction with the 3 base attacks to do more damage and provide special abilities (poisons, bleeds, deaggro, splash damage, etc). You also learn multiple stances, that can be used to enhance combat abilities and at level 10 you start earning points that are spent on feats which can also modify your combat abilities. Overall it is a very rich and complex melee system that definitely deserves more than 6 days of attention to do justice to.

By comparison, the spell system seems almost simple. Stand at a distance, choose your stance, hammer away on your high damage spells, get exp. The spell casters (Demonologist and necromancer anyhow) do get pets as they level up, which gives them something to do when not hitting their spell buttons, and honestly I don't play casters so there may be something I'm missing on that track.

Regardless of caster or melee, everyone gets a set of skills and some points to spend on them. Of course, you start out with more points than you can possibly use but quickly the scales tip the other way and you have more skills than points and have to start making compromises. For assassins it's the conflict between hide and perception over bandaging and fast healing with climbing always in the background. For casters do you max out concentration or mana recovery, or maybe stick with the bandaging that is so handy at low levels, again with climbing a constant temptation. A note on the climbing skill; throughout the game there are areas of the topography that are "climbable" if you have a high enough skill. When you get close enough to a climbable area, a text window will pop up saying "you can climb here" and when you try you'll get a message if your skill is too low. I found three quests that were only accomplishable by climbing and I'm sure that's only the tip of the iceberg (can you climb an iceberg? maybe it's only the base of Half Dome?).

The assassin class is truest to what I consider a rogue. Attacks that do extra damage from stealth, large opening damage, and low survivability in a slugfest. The class quest line that you enjoy for the first levels provides plenty of opportunities to accomplish your goals by stealth instead of force of arms and in some cases even insists on it. I would have liked poisons to be something more than a stance and an attack line that has poison in the name, but hey at least they put poison in the name.
 
The last day of the open beta everyone was bumped to level 20 and all servers were turned into full PVP servers. Now, before going further I need to say that I don't enjoy PVP all that much, and in fact run the other way most of the time if someone even mentions it. For the sake of thoroughness I logged in and spent several hours in the full PVP environment on 3 different characters. My experience was very similar to the days of full PVP on the Everquest Zek servers. The assassin was fierce if I could get the drop on one person with their back turned and possibly away from the keyboard, but otherwise fodder for any necromancer or offensive warrior who happened by. The demonologist was actually worse, being made of a substance somewhat similar to paper she was one-shotting by people I never even saw so many time that I lost count. I did count her dieing at her spawn point as soon as she rezzed 5 times in a 20 minute period. All in all, I'm just not very good at PVP and definitely not ready for a PVP game where the spawn points are marked on the map so they're easy to find with your necromancer/conqueror two man gank squad.

Conclusions? I thoroughly enjoyed the PVE game and am actually considering giving this a try when it goes live. The beta client had a number of issues, the biggest being crashing while zoning about 25% of the time. The game is definitely mature content on multiple levels, so anyone planning to play it should go in expecting nudity and graphic violence, along with quest lines that require things like the blood of a prostitute. So if you're looking for a grown up game, with good visuals, an interesting combat system, and the potential for PVP mayhem this may be your game.

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