The Game : RIFT
Ted Puffer's Review : 2 stars
While I'm waiting to hear about the ULA from the beta testing, I'll just go ahead and post this up here. RIFT. The game.
Putting out a full review of the game is a bit unfair, because technically the game isn't complete yet. There are still some areas to fill out, and supposedly as a 'beta', the full program is still in the process of coming together before it's ready for full release. But from what I was able to play during the beta, I'm comfortable in coming out with a review.
The term "Beta" can mean a lot of things. Some companies use this time to get close feedback from potential players, so they can add or subtract items from the main design of the program. In this case, the program is being developed in a fluid way. The framework may be in place, but some significant elements can still be modified before it's 1.0 release.
Other companies use 'beta testing' as a way to get some advance publicity on a new game. This is especially true with programs from larger developers who essentially have a finished product that looks great. By having some advanced showings to a few players, it allows the gaming community to start anticipating a game before release. In this instance, the company must be confident that the game looks and plays wonderfully and will be assured of good word-of-mouth.
RIFT falls into this last category.
From what I could tell, the game is done. Complete. Polished. I'm sure there are still some areas being worked on, but in it's current state it would provide hundreds of hours of solid gameplay for anyone signing up for this MMORPG. Let me tell ya, it looks sweet and runs like a dream.
But there's a catch.
It's a WoW clone. In fact, it wouldn't be too much to say that it's better than WoW in many areas. There is more of an emphasis on storyline in RIFT, and individual characters do feel like they are all obligated to help save the planet from interdimensional rifts which constantly tear through the fabric of the world. When a rift even happens, everyone drops what they're doing to help kick out the invading armies, and get some tasty XP and look in the process.
But that being said, it's still WoW with a flashier skin and a few extra bells and whistles. I'd be sorely tempted to join the RIFT community once the game launches, but I just can't shake the "Been there, done that" feeling whenever I encounter a grinding quest or epic-but-boring story arc. It's not a failing of the game at all. Had I not WoW'ed before, this would be an engaging and entertaining world to explore. The classes are different and display lots of potential for user customization. The economy is simple, and it is fun to upgrade your character to take on bigger and badder bosses. But at the end of the day, it's still WoW... you know?
So on one hand, I'm impressed with the developers who made such a complex and beautiful world. It really is like they decided to create WoW from scratch, give it a professional polish over ever aspect of the game, but also not stray too far from the feel of WoW either. Could it be the game that knocks WoW off the top of the MMORPG charts? Perhaps. But something tells me that it's just not different enough to do so. If WoW and RIFT had been released at the same time, RIFT would dominate hands down.
But I can't see it grabbing too many players from the WoW community who are willing to ditch Blizzard and explore the RIFT world for themselves... because... well... why bother? Once you've played one, you've played the other.
Perpetuum is different. It's mean. It kicks players in the teeth and makes you sit through mind-numbing tedium and a sadistic user interface. But heck, it sure is different!
Monday, January 3, 2011
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