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When Everquest came out last March, the big question was whether
it could unseat Ultima Online as the benchmark of massively multiplayer RPG gaming. And after a few teething problems, the verdict
came in. The king was dead; long live the king. Everquests combination of in-depth
classes and races, first-person gameplay, 3D graphics, and massive gameworld left UO in
the dust, and EQ became an astonishing success story. In the last year over 200,000 gamers
have braved the dangers of Norrath, and the game has spawned a fanatic following,
innumerable websites, and a whole new way of gaming.
But even EQs most hardcore defenders
would admit that the game has some problems. Some of them are built into the game system
itselffor example, the combat system is pretty mundane, and as many hardcore RPGers
have pointed out, there is precious little real role-playing in EQ. But ironically, the games biggest
shortcomings have stemmed from its popularity. Though Verant set the character level cap
at what probably seemed at the time a hefty 50, it wasnt long before some devoted
gamers had maxed their characters out. And while EQs zones seemed plenty roomy at
launch, it wasnt long before the game became very overcrowded. EQs servers
were designed to accommodate 1,500 players eachduring peak hours many servers were
hitting 2,000 players. This overcrowding revealed the most egregious gameplay flaw in EQs
designits emphasis on camping. For all of Norraths roominess, most of the
creatures in EQ spawned in set spots, and doing well in the game depended upon getting
into a group that was camping those spots. On a crowded server, gamers could spend a lot
of time looking for a place to hunt; very often everything worth hunting in every zone was
already camped, and frustration usually set in. The Ruins of Kunark, Verants
Everquest expansion, successfully addresses some of these problems. Besides providing a
new race, a new continent, new creatures, thousands of new items and improved graphics,
Kunark also allows players to build their characters up to level 60, and the addition of
enormous new zones and more wandering monsters does a lot to alleviate the camping
problem. But the most obvious differences in
Kunark are the big oneslike a whole new continent, for instance. With over 20 zones,
many of them for higher-level players, Kunark is a sprawling and nasty place. A word of
warning: be very careful where you tread in Kunark. Some of the zones are insanely
dangerous, and even players in the high 40s have found it impossible to retrieve their
corpses from the hairier zones. But there are some very nice hunting areas for mid-levels
as well; zones like the Lake of Ill Omen or Warsliks Woods are vast and provide good
hunting for levels from 15-35 or so. Even better, the zones are so large and the creature
spawns so prolific that camping is not a problemat least yet. So far, you can always
find something to hunt in Kunark. And from what I understand, the exodus of adventurers to
Kunark has left many camps in the Old World open as well. Kunark also contains a new race: the
evil Iksar lizardmen. Theyre an interesting bunch. If you choose to play Iksar, you
can be either a monk, warrior, shaman, shadow knight or necromancer. Though their
cold-blooded metabolisms dont allow them to wear plate armor, Iksar have a suite of
nifty abilities. They regenerate damage quickly, swim like fish, have infravision, and can
learn to use deadly tail attacks. Their city of Cabilis is intricate and by far the
best-looking of all the home cities in Norrath, and their newbie zones offer some of the
best low-level experience and loot in the game. All in all, the agile Iksar look to be one
of the more interesting and powerful races in EQ. But theyre certainly not the most
popular. As an Iksar, youll be kill on sight in almost any other city; if you leave
Kunark, youd best keep a wary eye out. By the way, Kunark looks great. I mean,
dont expect Quake III graphicsat first glance, in fact, you may not notice all
that much difference between EQs and Kunarks looks. But as you spend more time
in Kunark, youll begin to notice the subtle differences. Trees sway in the wind. The
polygon count is much higher, so Kunark doesnt look nearly as sharp and blocky as
many of the original EQ zones. Best of all, the MoB models are excellent. For example,
little details--like the elaborate headdress and tongue studs that goblins in Kunark
wear--contrast them starkly with their plainish cousins in Butcher Block. At least initially, Kunark had some
awful sound problems. The new sound files apparently werent ready for implementation
at launch, so for the first two months players had to suffer through some really terrible
placeholdersfor example, sabretooth tigers who shouted and groaned like humans. Thats
all fixed up as of this writing, and while there still seem to be a couple of glitches,
most of the new sounds are pretty darn cool. But besides that, Verant has to be
congratulated for orchestrating a nearly flawless expansion. Dont get me wrong; if
you didnt like Everquest, theres nothing in Ruins of Kunark that will change
your mind. Its still EQ. But if youre an avid EQ player, you cant afford
not to have Kunark. Theres nothing revolutionary about itit just makes a great
game even better. |