Monthly Archives: February 2009

Angels Online: Heavenly Resort- Shining Coast Overview

The Shining Coast is considered to be one of the best resorts around. There the sunshine is bright and warm throughout the whole year. Every summer, the Angels from Eden gather and celebrate in the party atmosphere. Today, the Angels Online team are very glad to make a brief introduction of this shining beach to all of our players.
 
Located to the west of the Puqi Island, Shining Coast enjoys many great natural advantages. The warm current from the Atlantis flows towards its lovely beach every spring and autumn. It is known as the Pearl of Atlantis. However, the buildings on Shining Coast are romantic and modern in sharp contrast to those on Puqi Island. It is a flourishing beach community due to all of the tourism and developed commerce. 
 
The developed economy here offers people the chance to live and work in peace and contentment. But, due to that many evil pirates covet the abundant fortunes to be made there. Although the four factions in Eden have sent many soldiers to guarantee the peace, the dastardly pirates are an ever present trouble. Admitted by Michael, the four factions have organized an armed escort; directly led by Michael to effectively protect the people there. For this reason players may often see soldiers drilling on the square.
 
Monsters Introduction
Puqi Pirate Leader: They always appear at night. They are strong and carry sharp weapons. They have badly intimidated the safety of travelers.
 
Puqi Pirate: These notorious pirates appear with their Puqi Pirate Leaders to do wrong together. Players can collect a black pirate hood from the head of each pirate.
 
Crab General: The environment here is well protected so there are many vicious crabs that have hard shells and powerful attack abilities.
 
NPCs Introduction
Dock Oldman: He always goes fishing at the sea’s edge and also takes charge of cleaning the beach. He hopes that people can help him to keep the beach clean.
 
Lad Staney: He is really skilled at swimming and diving. If you would like to learn something about the diving, he is always ready to help.
 
Mouther: He is the famous fruit merchant here. His fruit is cheap but delicious and he operates his business honestly. If you can help him finish a wish, you may obtain a wonderful surprise from him.

Splash Fighters Review: Aged Graphics But Good Controls

By Rick Charbs, Onrpg writer

Splash Fighters is a newly released MMO fighting game by Ijji. It goes by the title of “3D action game”, and I suppose it lives up to it… definitely being a matter of opinion. This game is aimed at the crowd who have always enjoyed fighter action games, as well as casual games, with no real effort being done to bring in other types of gamers to this classic style. Personally not being a fan of fighter titles, I can honestly say this game was not as bad as people criticize it to be. That being said, I could easily name a few more elaborate and fun games of this genre.

General Gameplay

If you have ever played a traditional fighting game, you will be pretty prepared for Splash Fighters. Yeah, the controls are different, and the style is all new —ironically, it is an older game than most, but you will still easily spot the similarities and the few differences in comparison with other online action games, but in the end, Splash Fighters follows another cookie-cutter concept.

What Splash Fighters brings to gamers is a more complex level fighting where each area in the game has more than one specific depth, allowing more structured battles, and an easier avoid rate. This ultimately means that you can fight in every direction!

The game also introduces a large cast of semi-cute characters (which are unfortunately mostly up for purchasing) ranging from spies, to space agents, to sumo wrestlers. We are also offered a very in-depth skill and technique system—even accessories such as weapons change your fighting style (you can combine them to obtain over 100,000 possibilities).

Lastly, Splash Fighters has a very special feature that allows players to create custom skins for their characters. Essentially, this makes for a completely unique character, sky-rocketing this game’s customization rate.

Other than these said “unique features”, there is not much left to leave one in awe. The controls and gameplay modes lack originality and can sometimes be frustrating. However, one must take into consideration that even though the game is newly published, it has been developed long before most online fighting games we have today. The many combos, items, and area maps are sure to keep anyone interested as long as you are a very casual gamer. The large array of them makes the game a little more goal-oriented than most, which is a definite plus.

Graphics and Sound

To kick things off, I will be honest enough to say that the graphics did not appeal to me at all. I have previously played such similar games with better graphics that it was always running through my mind while playing this one. Of course the graphics are very old, but a small update would not hurt anyone. Despite this, most of the characters actually retain some sort of aesthetic value, especially due to the fact you can customize them entirely, and some of the game maps are creative and very large. As for sound, I am personally indifferent on the matter. I found most the background music alright (very corny at times, though), except it got too repetitive… very fast. I quickly replaced it with my own media library. The sound effects were not very loud or very numbered in my opinion, so they never bothered me as much. All in all, this game truly depends on its gameplay to do it justice. If you do not mind the graphics all that is left for you is to mind the combat style of the game.

Personal Recommendation

Splash Fighters is the type of game you really need to be captivated to in order to want to play for more than a day. In all simplicity, if you enjoy fighter games and do not mind it to be dated and 3D, you will surely enjoy Splash Fighters. Their customization value is amazing, the maps are huge and interactive, and the skill possibilities are virtually endless. Another great bonus is the thriving community. You will not ever find yourself in search of a game to join, as there are tons open every hour of the day. Ijji does a great job in hosting it, and there are plenty of events to come. I trust the title is in good hands from what I have set my eyes upon so far. I found the game to have a pretty small learning curve, and skill was still involved when fighting others.
Basically, being no good at the fighting genre, it was definitely not the game for me. I started playing with no expectations, and I have learned quite a bit about it. The community was also very helpful and quite welcoming… which derives from most people’s expectations. The competitive spirit is still there, only less vivid. Otherwise, this game was just no fun for me. As I have stated, I was never a fan of this genre of MMO, and so I knew I was not going to be their number one customer. The game is just too simple and the content just flies by way too fast to keep me interested.
That being said, if you are new to this genre of MMO, I am not going to discourage you from trying the game. It may just be an amazing game for you; maybe you will discover a new lust for fighting games. I cannot say Splash Fighters was boring because I still had a great deal of fun playing it. I just lack the dedication that is needed to truly get powerful in the game. For you fighting game lovers out there, look no further! Lots of fighting awaits you if you choose to play, and I hope you enjoy you short or long-lived experience! Happy gaming!

Pros

– Large community

– Great customization

– Creative maps

Cons

– Very repetitive

– Quite dated

– Lack of content

Violent games make playes ‘confortably numb’ to suffering?

Gamepolitics.com is reporting the following news:
A just-released research report claims that playing violent video games makes players “comfortably numb” to the pain and suffering of others.

The study, conducted by University of Michigan professor Brad Bushman and Iowa State University professor Craig Anderson, appears in the March 2009 issue of Psychological Science.

Both Bushman and Anderson have previously published research with negative findings about violent games. A press release describes the research methodology employed in the new report:

320 college students played either a violent or a nonviolent video game for approximately 20 minutes. A few minutes later, they overheard a staged fight that ended with the “victim” sustaining a sprained ankle and groaning in pain.

People who had played a violent game took significantly longer to help the victim than those who played a nonviolent game—73 seconds compared to 16 seconds. People who had played a violent game were also less likely to notice and report the fight. And if they did report it, they judged it to be less serious than did those who had played a nonviolent game.

In the second study, the participants were 162 adult moviegoers. The researchers staged a minor emergency outside the theater… The researchers timed how long it took moviegoers to [help]… Participants who had just watched a violent movie took over 26 percent longer to help than either people going into the theater or people who had just watched a nonviolent movie.

Prof. Bushman (left) commented:

These studies clearly show that violent media exposure can reduce helping behavior. People exposed to media violence are less helpful to others in need because they are ‘comfortably numb’ to the pain and suffering of others, to borrow the title of a Pink Floyd song.

NASA to create MMO

NASA Learning Technologies and the Innovative Partnership Program Office have selected game developers Virtual Heroes, Project Whitecard and Information in Place to create a realistic virtual world that will allow gamers to explore the next 30 years of manned space exploration from the comfort of the couch.

The new game, which will be released next year, is being developed with input from past and current NASA astronauts as well as scientists, engineers, and GS level employees. As a result, all of the spacecraft, robotics, technology and gadgets in the game will be based on current NASA prototypes, offering a realistic journey into space.

The team has selected Epic’s Unreal 3 engine to develop the world, which is apparently going to be called “Astronaut: Moon, Mars & Beyond”.

AoC: new content update!

Funcom has just released a major update for its MMORPG Age of Conan, adding new high level dungeons, updating the UI, tradeskill and PvP systems, as well as raid encounters and management options.

There’s also a new addiction to the end game, with a new level 80 dungeon called Xibaluku in the Thunder River, only accessible after plowing through The Slaughterhouse Cellar, a solo level 80 experience located in the same zone. Also a new group instance for level 43 players has been added, called the Cradle of Decay.

Thirteen1: The Online Games Magazine – Feb Issue Available Now!

It’s that time of the month again. The time when the sweat, blood and tears that the Thirteen1 team have put into their work magically manifests itself into a top free-to-read online games magazine!
 
That Christmas stash of games is probably starting to dry up now, so get your head buried straight into the review pages and check out the best offerings to keep you going for another month.
It’s Friday the 13th – spooky – so Thirteen1 just had to bring you a review of Sega’s new House of the Dead for the Wii, released today. They carry on the ghoulish theme with Konami’s Silent Hill Homecoming too, and then totally forget about it all to do some kick-flips with Skate 2.
The awesome looking Runes of Magic is edging closer to it’s official release date, so the T1 guys finally sent the infamous Drunken Gamer into the world of Taborea to see what his MMO mind makes of it all.
 
In-between a sip or 10 of Guinness, of course!
They managed to get hands-on with the beta of Plain Sight too, a stupidly cool robot-fighting online game where the aim is simple yet original – kill others, then kill yourself to get the points.
 
Start the bidding warrrr!
Thirteen1 have just launched a rather unique, brand new Auction system – where anybody (yes, even you!) can get an advert in the magazine for £5 or just by sending them your old stuff!
Might be a good way to tell that special someone just how much you hate them…or advertise that your garden shed is for sale…it’s up to you really.
 
Freebies! Freebies! Freebies!
If you’ve already lost interest in all your Christmas presents and need more stuff, there are a few comps in this latest issue to help you out!
You could bag Lord of the Rings Online – one of Paddy’s recent favourite MMO’s, SouthPeak’s new game Xblades, a PSP with CID the Dummy goodies, Runes of Magic t-shirts and Plain Sight merchandise too. Well worth checking out!
That’s about it for another month, time for the team to take a well earned rest. Enjoy the issue!
Check out the website thirteen1.com to find out more about it!

Gamigo brings Legends of Qin to the west

Leading European MMOG Publisher gamigo AG is proud to announce Legends of Qin for the western market. The free online role-playing game offers exciting adventures in the historic Chinese empire with a deep storyline and thousands of quests to differentiate itself from the many "Grinder" MMORPGs. Players find first information and possibility to pre-register for the open beta at the official website.
History and Mythology collide
Legends of Qin, sequel is set in one of the most exciting chapters of Chinese history. Over 2000 years ago Emperor Qin Shi Huang united the seven kingdoms and founded the Chinese Empire, where he later raised the most famous wall in the world. In the middle of this turbulent time, players will go through countless adventures, find precious treasures and fight mythical creatures.
Unlike many Asian Massively Multiplayer Online Role-Play Games Legends of Qin doesn’t rely on mindless "grinding", but on thousands of different quests, woven into a stirring storyline with interesting characters. Among other things, players will have to escort, eliminate or steal from NPCs. Besides that Legends of Qin offers detailed pet-, merchantand craftingsystems. The latter allows the creation of different Items like magical Potions or rare armor and weapons. Of course the game includes a big variety of Mounts, which can even be used in battles.
Legends of Qin offers players the attention to detail and scope they expect from modern Free-to-Play MMORPGs. As a re-designed sequel of the asia-superhit "Secret Online", the game provides almost quadruplicated content compared to its predecessor, a huge world without loading-times, a dynamic weather system and a fluent day/night-cycle.
The new generation of Asia-MMORPGs
"We are very happy to present a real treat like Legends of Qin to RPG-Fans", says Patrick Streppel CMO of gamigo. "The predecessor Secret Online is a top-title in asia and proved, that players just waited for a free to play game with an intriguing storyline and thousands of unique quests. With Legends of Qin we bring the hugely extended sequel for the first time to western markets."
At legends-of-qin.gamigo.com/ players can already pre-register for the upcoming closed beta test. Additionally they can find all the information about the game and a forum, where they can share their expectations.

Runes of Magic: Battle For Mystery Raid Challenge

A new challenge arises in Runes of Magic. From today with ‘Battle for Mystery‘ a truly epic encounter awaits players in the high level area of the fantasy online role-play game.
 
 
This encounter follows the concept of the Daily Quests – tasks that are only accessible once a day – requiring a challenging battle with a world boss. The daily quest leads players out of the ‘Harf trading post’ to the ‘Mystical Altar’, a location up in the Ystra Highlands. This is where they have to overcome the sinister magician Samoge. In the course of the battle, two gigantic stone statues in the form of minotaurs are awakened and brought to life. However, the player ought not to wage the ‘Battle for Mystery’ on their own: nothing less than a combat troop of up to 36 players with a level of at least 45 are needed to bring Samoge to his knees. They will also be supported by envoys from the NPC faction ‘The Eye of Wisdom’ who have also placed a price on the magician’s head.
 
Considerable valuable rewards beckon to the raiding party in the event of a victory over the world boss Samoge and his enlivened helpers. Together with epic quality weapons and armaments, players will also bag rare scrolls to help them with rune interpretation which could also help them in increasing the value of their equipment.

Darkfall review: non linear gameplay, PvP and full loot

By Paragus, Co-Leader of Inquisition
Thanks to MMOcrunch.com – MMORPG Games & MMO News
Darkfall Online is a game that is not for everyone. The nature of the game is such that you will either love it or absolutely hate it depending on your playstyle. If you are a casual gamer, someone who does not like harsh PvP in an MMORPG, or you place a heavy emphasis on graphics, there will probably be little here that will appeal to you. On the other hand, if your MMO history involves playing games like Ultima Online or Asheron’s Call, like PvP with consequences, and value gameplay over graphics, there is a good chance that this game will provide you with something you have haven’t seen in a long time.
 
Darkfall is a lot different than most MMO’s. The game is entirely skill-based, meaning there are no levels, no experience points, and all advancement happens through the raising of various skills through use. The core of the game revolves around open free-for-all PvP with full looting. This means that when you die through PvP or PvE, the entire contents of what you are wearing and carrying can be snatched up by anyone. Now while the game allows you to attack anyone, the games races are divided up into loose teams, but whether you respect those teams is completely up to you.
 
There are consequences for your actions in Darkfall. Should you choose to attack members of your own team and go "red", your experience in the game will be different than those who work with their racial team. Unlike other MMOs, Darkfall only allows you one character per server, which means that if you chose to go red, you will not be able to log onto a non-red alt character to get supplies and switch back. It is also worth mentioning that unlike some other RvR based MMOs, there are no language barriers stopping you from saying whatever you want to anyone else.
Character Creation seems fairly simple. I would say its has a bit more options than WoW and WAR, but not even close to AoC. You get to pick your face, hair color, facial hair, and various natural jewelry stuff like rings through your nose. There is no setting for height, and no sliders to sculpt your character’s face and body like Oblivion / AoC. Once you decide on your look, you’ll have to chose a first and last name (yes, the last name is mandatory). Once you are all squared away, you get to chose from 1 of 3 starting cities near your racial capital and you are off to start your journey with nothing except an undroppable starter weapon. I was very surprised by the size of the starter town when I first logged in, I vision of some huts on a dirt road was thrown out the window pretty quickly. I do think they could definitely use some more NPC’s, it looks like there are no non-essential NPC’s at all and it makes the town seems a bit deserted given how big they are.
 

User Interface

The UI has a learning curve. If you have played other recent MMOs, you can pretty much just forget everything you have seen. The cookie-cutter interface from WoW, EQ2, WAR, AOC is completely gone. I think people are going to struggle with it the first time they sit down and it could turn some people off. Luckily, there is a small tutorial to help you get your bearings. Right clicking the mouse turns the game into UI/Menu mode, much of what you would expect if you pressed the "ESC" key in any other MMO.
 
When in this mode, you will see that this is the only time you have a mouse cursor on your screen. This means when you are in play mode, there is no clicking on your hotbar to active abilities, you just press the numerically assigned button on your keyboard. The UI is completely customizable as you can move and resize any window to fit your personal preference. The in-game help pretty much tells you that controls will feel better to FPS players over MMO players. The "F" key is the default use button and works just like it would in Call of Duty, as does spacebar with jumping, and "C" for crouching. The "R" key draws your weapon, and will put you into 3rd person if you have a melee weapon equipped.
You can’t loot a target with your weapon drawn. When monster or players die, they leave a tombstone which can be looted by pressing the use key. When the loot box open, this will put you into UI mode, so you will not be able to move or do anything. You also need to open your backpack (Default "B" button) and manually drag and drop the items from their corpse to your bag one at a time. This will definitely be perceived by many as clunky, but at the same time there is a case to be made by others that looting should not be fast to prevent people from cleaning out bodies quickly in the middle of a heated battle. After playing for a while, I think it has grown on me a lot because the time associated with cleaning someone out adds a risk when you are in a heated situation.
 
My main beef with UI is the chat box. The chat box has multiple tabs that correspond to the different channels, such as group, clan, local, tells, and alliance. The problem with this is that it is becomes easy to miss messages. Let’s say you are in your group chat tab running around looking for trouble, and you run across another player and kill them. Unfortunately, that player asked if he could join you and wanted to provide you with some valuable information, but you missed it because his text was under the local tab that you were not looking at because you were talking in group. Unless you are paying careful attention to the various tabs, you are bound to miss a tell or message in another channel. You can however click and drag those tabs out to create new chat windows for that channel. This also means that having a different chat box for each channel can start to clutter up your screen. I think the chat would be better served with multiple channels in the same tab, and leaving it up to the user to decide which channels they want to see in each tab. Aventurine has stated that further revamping of chat is already in the works and will arrive shortly, so there is a good chance that this will be less of an issue very soon.
 

The World

The environment looks very nice. The sky looks great, and you can see every branch on every tree swaying in the wind. The game runs very smooth to me with everything cranked, but I have a relatively powerful machine. The graphics are by no means cutting-edge, but considering you are getting a zoneless and seamless world with no loading screens, it looks quite well. The world size does seem massive, and I was shocked to see how little I moved on the world map after walking for a few minutes. Traveling from my starter town to my neighboring enemy’s starter area can take me anywhere from 25-45 minutes on foot depending on my route and how much stamina I burn sprinting. I think it is probably bigger than Asheron’s Call.
There are lots of interesting and hidden places scattered around the world that will appeal to explorer types. I have seen underground cities, giant tree top villages, mountain top fortresses, hidden treasure boxes, and ancient ruins just to name a few. My beef as far as the overworld goes is the scarcity of monsters. Since there are no experience points in Darkfall, monster serve the critical role as a source of items, gold, and materials. This shortage not only makes it difficult to getting these resources, but it makes the world seem a bit devoid of life at times.
 

Characters and Animations

Chances are that if you are a fan of this game, it isn’t because it is a graphical behemoth. This is one of the areas that people who are sticklers for visuals may be disappointed. The character models are a mixed bag. There are times when I like them, and times were I think they could be a bit better. Graphically, they will come in a distance behind some of the newer MMO’s on the market. I do however think some of the armor models make them look a lot better. When you wear heavier armor, you can see the glare of the light reflecting on some of the metallic pieces, which is a nice touch. It does vary from race to race, I hear a lot of opinions from various people who either like or dislike a certain race’s model design.
 
The character animations are another issue that detract a little from the game’s visuals. Some of the various animations when characters run around seem a bit off. I think it is something that most people will notice fairly quickly after watching some of the video and in their first hours in the game. Since you are in a first-person view for most of the game, you won’t be looking at your character nearly as much as other games that have you locked in the 3rd person. While they can take some getting used to, they are by no means a game breaker to me and most of the target audience of the game. If they decided to review and rework the animations down the road, I don’t think many would complain, but I think most agree that their time is better spent on other things right now.
 

Combat

There are 3 major different combat types in Darkfall; Melee, Archery, and Magic. This will most likely be one of the more hotly-contested aspects of the game, where most people will either love it or hate it. Unlike other MMOs, Darkfall’s combat plays out more like a first-person shooter than a traditional MMO. This means there is no tab targeting, your attacks need to be manually aimed, and your attacks can also be dodged. It is also worth mentioning that the different races all vary in size, which means that certain larger races (Ork / Mahirim) may have a larger hitbox than some of the shorter races (Alfar / Dwarf). I have heard some people freak out about this issue making different races having advantages, but as someone who plays a Mahirim, it was not much of an issue for me personally. I am sure others will disagree on this point, but I would just suggest people play what they like and you will adapt.

 
Stamina also plays a very critical role in combat because when your stamina is depleted, you will not be able to attack or put up much of a defense. Stamina management will be vital to most of your fights, and in most cases, running out of stamina can be as equally devastating as running out of life. Darkfall also seems to recognize back attacks, and rewards them with doing an increased amount of damage. This can make turning your back and fleeing from someone have some risk if the other person is able to hit your back, especially with arrows. To combine these points, some people will find that melee combat will often have some people sprinting the entire time trying to get behind behind their targets or to make themselves harder to hit. While it can be annoying sometimes to fight someone doing this, these people tend to burn themselves out faster, but the use of this tactic will no doubt frustrate some players.
 
Each of the 3 combat types have skills associated with using them. When that skill reaches 25, new attacks will open up to be purchased. These new attacks initially after purchase do not seem to show a noticeable increase in damage, but after skilling them up a bit, they start to show more of a return. Some players might be disappointed to find that there are not many "special" attacks compared other MMOs for the melee and archery types where you may be used to having a hotbar full of different abilities. As a fan of Asheron’s Call which had literally no abilities, it doesn’t bother me as much because the combat has more freedom than other MMOs by combat having no autolocking hits, but it definitely will be an issue to some players. Hopefully as the game progresses, they will introduce a some more skills down the road to beef up the amount of tools non-magic players have at their disposal.
 

Melee

This is the most basic forum of combat in the game and most likely the path most will follow, especially at the very start of the game because it is inexpensive. While melee is a bit easier on your purse, it has the obvious drawback of limited range. Different weapons types do however offer varying range, such as polearms reaching farther than daggers.
 
When your melee weapon is drawn, you will be pulled out into a 3rd-person viewpoint. Even if this view, your visibility behind your character is minimal. This means sneaking up behind people is a legitimate tactic as opposed to other MMOs where you can spin the camera to see behind you. I can testify first hand that this works quite well, which is good because this game has no "stealth" skills like other MMOs that can make you go invisible. The only time in Darkfall where you can spin the camera at your whim is while resting.
 
Pressing "T" will toggle your attacks between a horizontal slash and a vertical chop. While both of these do exactly the same damage, certain situations may find one over the other as more practical. The horizontal slash makes it easier to connect with your targets due to the wide cone of damage, but in crowded combat, this could also have you striking your allies for damage because the game has friendly fire. A vertical chop while having a narrow cone of damage, works better in crowded situations because it minimizes the chance of striking nearby allies in a frantic battle.

Archery

Firing a bow in Darkfall requires some degree of skill when it comes to aiming your shot. When you fire an arrow, it will arc through the air as opposed to traveling in a straight line like a bullet. This means that the archer will have to compensate for this by aiming the crosshair above his target depending on how far away it is. Pressing and holding your left mouse button will make your character load an arrow, which can be held as long as you continue to hold down the button. This allows you to wait for the moment of your choosing to take your shot.
 
The upside to archery, besides the range advantage, is that arrows can be very hard to dodge if the shooter has good aim because of the speed they travel towards through the air. The downside to archery is that you can only hit one target at a time, and that arrows are not free. This can make it hard for new and financially struggling players to keep up with the price of obtaining arrows on a regular basis, although many of the starting mobs are known to drop small quantities. Archery only skills up when you shoot an arrow, and since they are not recoverable once fired, raising this skill can end up costing you.
 

Magic

Magic is broken up into many schools, each with their own spells. In addition to skilling up each school of magic, each spell acts as its own skill. The more you cast a spell, the better you will become with it. Higher skilled spells will evolve and start to travel faster through the air, do more damage, or even shoot multiple projectiles.
 
Like archery, firing spells at your enemy will require some degree of coordination because they need to be manually aimed. The good news is that magic is a lot easier to aim than your bow because your spells will travel in a straight line exactly to where your crosshair is pointed without arcing. In addition to the ease of aiming and obvious range advantages, many of Darkfall spells have splash damage that can hit a target if your shot is close enough, or even hit multiple targets.
 
Magic does come with its disadvantages as well. Most of the spells in the game require a reagent or component to cast with the exception of the starter spells. This means the life of a mage can be costly, and skilling up spells and school with components can be a hard road. As such, starting the game as a pure mage right out of the gate will come off as extremely difficult. Spells are also easier to dodge than arrows at range because they are easier to spot and generally travel slower through the air. Magic also has a tendency to fizzle more when you are wearing heavier armor, but there is an armored magic casting skill that helps offset it a little if you are able to skill it up.
 
Those who delve deep into magic will also be forced later on to make decisions about which schools to pursue. New spells and schools of magic are unlocked as you progress through prerequisite school, but some restrictions start to show up down the road. Darkfall does not let you specialize in schools of magic that are polar opposites, such as Fire and Water, Earth and Air. You can have 2 out of the 4 elements, as long as they don’t clash with each other, but your end game plans will need to be thought out to avoid training in the wrong areas.
 

Finish Him!

Probably one of my favorite aspects of PvP combat that makes Darkfall unique is the incapacitation of a player when they reach zero life (excluding the rare and freakish decapitation). This starts a 60 second or so window where you get to decide the fate of the fallen player, or have some choice words with them. There are no revive spells in Darkfall, but when someone is in this state, anyone can help them back up without need of any spell or item. If the person lays there for too long, they will bleed to death and expire. The option is also your to deliver the final blow to send the fallen player back to their bind point naked, and ironically this is called the "Gank" skill by the game. Incapacitated players will yell out "HELP ME!" when reaching zero life, which can be heard from quite a distance away.

Quests

Questing in Darkfall at this point doesn’t seem to play as much a role than it does in some of the other more recent MMOs. Considering that there are no experience points, quests seem to be a way to get your hands on some items or cash. Finding the quest givers is not as easy also from recent games. There are no floating icons over NPCs like in WoW, WAR, and AoC. Some vendor NPCs simply will have a quest tab on their menu, but you won’t know until you talk to them.
 
The quests themselves are really nothing special in all honesty. Most of them consist of the same basic stuff we have seen the last few years where you are sent to either kill a certain amount of a monster, or collect some items from monsters, or kill the monsters in a certain time frame. It isn’t to say they aren’t rewarding to do, but they are just as uninspiring as any other MMO, unless I just haven’t found the good ones yet.
 

PvE

PvE in Darkfall is a bit different than other MMOs in a few ways. For starters, since there are no levels or a con system, you never really know just how powerful a monster (or player) is until you fight it. Luckily, if you find yourself getting in a bit over your head, it is not too hard to escape the aggro range by sprinting away. Since there are also no experience points, your motivation for engaging in this part of the game will be for monetary gain and equipment. Monsters for the most part seem to drop the items you see them wearing or using in combat, so if a goblin is shooting you with a bow, you can assume that it will be on his body after you beat him. That being said, the monster AI is a step up from other games. Monsters with bows will try to kite you sometimes, others call for help, and some strafe around you to avoid being hit.
 
There is no kill stealing or tagging system for monsters either. This means anyone can loot anything regardless of who hit it first, last, or did the most damage. While this can sometimes be problematic depending on who is near you, most of the time people seemed to have some degree of respect for who did the dirty work. Another interesting thing though about looting in general, is that multiple people can loot the same target at the same time. I have had situations where me and a friend were both grabbing items out of the loot bag at the same time, which can lead to some humorous situations with people frantically trying to identify and grab the stuff they want before the other guy. Remember that if you are defeated in PvE with people nearby, there is nothing from stopping another player from walking up to you while incapacitated and opting to finish you off and cleaning you out. I can say from personal experience that I have never seen this happen, but I will admit to seeing someone bleed out and getting there too late to save them, then sneakily rummaging through their bag to capitalize on their misfortune.
You also need to be careful not to accidentally damage strangers, or you run the risk of going "rouge" status for a short time, which allows other players to attack you without any alignment penalty for a short time. If 2 players are meleeing the same monster, it can be easier than you think for someone to get accidentally hit by a wild swing, but most of the time other people were good sports about it. There are those who will try to capitalize on it though; I remember a circumstance where I saw one of my guildmates being chased by someone he accidentally hit. Magic users need to be extra careful as well because since most spells have splash damage, it can be very easy to hit both the monster and another player trying to melee the same target.
 

Alignment System

The alignment system is the main mechanic that determines if you are in good standing or bad standing (red) with members of your own racial pairing. The basic theory is that killing someone who in your racial pairing (who isn’t red) will result in a loss of alignment and bring you closer to being red, while killing the natural enemies of your race and red players will increase your standing. The value of a negative hit is much higher than that of a positive one, so it will take several enemy kills to negate the effects of a single friendly kill. If you only hit another player, will be rogue flagged for a short period of time, in which case you can be killed by friendly targets as a means of self-defense. Your alignment is displayed as the bottom meter in the window where your life, stamina, and mana are located.
 
Having a bad alignment and going red does have some consequences. Besides the obvious of being a target to everyone in the game, your own racial towns will not welcome you and you will be attacked by the guard towers. You will also not be allowed to bind at the same bindstone as normal players, which makes sense because since the bindstones are in town, you would be attacked immediately. Upon going red, you will be automatically bound to remote bindstones in the wilderness where there is little in the ways of merchants and banks in many cases.
 
The alignment system has its flaws. For starters, it can be easy to flag other players as rogue status by deliberately trying to place yourself in front of their attacks. This can lead to you getting attacked by what would be otherwise friendly players, who then try to capitalize on your rogue status. This means that when you are in a crowded PvE area with strangers, you need to be very careful about your surroundings. Another personal beef I have is that players of an enemy race have their names colored blue, even though they are technically your enemy. The game displays them as blue because their alignment is good in the context of their race. This can lead to confusion if you see another player at a distance and can’t quite make out what race they may be. I think it would make more sense to display their names in red naturally since you will be rewarded for killing them.
 

Full Loot

This is one aspect of the game that I think tends to scare away or concern players who have never played in this type of environment, but may be considering it. I’m sure most people following the game know and understand that Darkfall has full loot upon death, which means that everything on your body is lootable with the exception of your starter weapons, but does not include what you may have banked. Every player starts with a single starter weapon which can always be traded for a different one for a small fee of 20 gold. For the price of 100 gold, you can secure a 2nd weapon, and for 1000 gold you can secure a 3rd. Most players will eventually have 3, which will probably consist of a melee weapon, a wand (needed to cast magic), and a bow (no starter arrows). So you will never be without a weapon no matter what happens.
 
Now I am not going to sugar-coat it, catching a beatdown and waking up at the bindstone in your underwear sucks, and everyone is going to have days where it happens. On the flip side, there is definitely something to be said about bending down over a fallen opponent and seeing a pile of treasure. The first time you do this, it will definitely bring a smile to your face. If full loot scares you, consider the nature of the game. This is not an item-based game, and while items do help a good bit, they are expendable and replaceable. Remember that the core of your strength in Darkfall is your skills, and nobody can ever take that from you. I think people who are used to raiding weeks for epic purple gear might have a hard time understanding this, but hopefully this should give you some perspective.
 

Summary

Darkfall is still pretty rough around the edges and could use some polish in many areas. Given all of the hype and hysteria surrounding the game, it would be easy to be disappointed if you go into it with unrealistic expectations. The game is being developed by Aventurine, an Indy developer that has made an MMO with a fraction of the manpower, and at a fraction of the price compared to the industry leaders. I personally think the game would have benefited a bit by prolonging the release for at least another month or so, and some players who demand polish may be better off waiting for a little bit before jumping in especially with access being limited initially.
 
That being said, Aventurine has created the solid framework of an MMO that offers a unique experience that the genre has not seen in quite some time, and I am sure many players will be more than happy to jump into Darkfall at the ground level despite its issues. Anyone who has seen their patches can attest to the fact that they are frequent and robust. I have no doubt that as time goes on, Darkfall will further develop into an interesting and needed alternative to the theme-park model that has been beaten to death in the last few years.
 
If you are a fan of harsh free-for-all PvP, full looting, clan warfare, and non-linear gameplay, Darkfall might be just the sort of thing you have been looking for. If you are a casual gamer, someone who enjoys a linear style gameplay, or looking for a graphically intense experience, this game might not be for you. I also think to fully appreciate the game, playing with a group of friends or being in a clan will expose you to more of what the game has to offer. I don’t think it was ever intended to have mass appeal, but more to cater to a niche of PvP players who are looking for something more than what is out there now, and I think in that respect it will succeed.
 
If you have any questions about anything I have said or not said, leave a comment and I will do my best to answer.
 
(source: MMocrunch.com)