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Game Over Online ~ Preview - Asheron's Call 2: Fallen Kings (c) Microsoft Game Studios



Preview - Asheron's Call 2: Fallen Kings (c) Microsoft Game Studios

Published: Thursday, October 24th, 2002 at 07:42 PM
Written By: Fwiffo


Online gaming is a hot topic amongst the industry. All the major publishers seemingly want to get their hands in this profit-making gem. With so many games and so many high profile titles coming out, the game-making business is fast becoming the movie business. A sales bonanza is not always guaranteed and only a few privileged titles reach the stratospheres of The Sims, RollerCoaster Tycoon or Myst. And what was thought to be a guaranteed hit, might unexpectedly bomb. Popular online games, on the other hand, don't require the initial sale to succeed. Paying subscribers continue to fuel the developers and publishers, allowing them to add more content and also get away with competing directly with mass-appeal titles. The most popular online game genre, the MMORPG, is now entering a new renaissance, as it breaks away from the swords and fantasy setting. In the past, it was first commercialized by three big titles: Asheron's Call (Turbine & Microsoft), Ultima Online (Origin & EA) and EverQuest (Verant & Sony).

For all intents and purposes, these three titans are like the three U.S. automotive makers. They may not have the growth potential as say, a game like Mythic's Dark Ages of Camelot, but they have amassed a subscriber base so large that even on hard times, they cannot be discounted. But the truth to the matter is, with the exception of Sony's radical overhaul of EverQuest, both Asheron's Call and Ultima Online have remained relatively the same. That's where Asheron's Call 2: Fallen Kings steps in, taking the original world to a different milieu altogether.







The story begins with a cataclysmic event that shook up the existing Asheron's Call world and three races emerge from the ashes to confront towns and cities that are often found in ruins. The apocalyptic setting is intriguing because as anyone who has entered one of the big three worlds, you'll notice that unless you spend a lot of time in it, the existing players have already honed the world to a rigid and very exclusive structure. It's hard to get into the action of things simply because some people of higher level can afford to monopolize everything. Sociologically, it's not unlike what happened during the 19th and early 20th centuries, when European society was so rigid and structured, newcomers simply threw up their hands and left.

Fallen Kings has plenty of new solutions to those problems. It takes a three-pronged approach. First, there is the epic campaign, which is an on-going story put in place by the developers themselves. Currently, it resides around mysterious vaults and throughout the monsters you encounter, you'll notice some carry a glyph key. Vaults aren't simply random dungeons but they're prepared solely for you or those within your party (a fellowship in Fallen Kings). Moreover, they aren't all about combat. Vaults are meticulously created with traps and obstacles. The final goal is not experience but to gain access to crucial parts of the campaign. In the beginning, you'll find out details about the world and what has happened since the apocalyptic event. It's promised that crucial keys to the storyline will be given through these vaults later on.







Secondly, you can embark on quests that are given, sometimes in the form of potions. For example, if you come up against a dungeon with a beetle infestation, you'll be granted beetle-related quests. However, there are three principle kingdoms in Fallen Kings. The first is the Order of Dereth, the faction of good and the people who owe their allegiance to the game's namesake, Lord Asheron. The second is the Shadow Kingdom. Branded as evil, they harbor those who primarily have self-serving interests. Finally, there is the Dominion, a group who is fanatically devoted to laws, order and rules. Quest completion, compounded with kingdom allegiance, will net you even greater results and grant you access to things not offered by other players.

Finally, the allegiance system (which I always likened to Amway back in the original Asheron's Call) returns in full force. In ad hoc party situations, you can simply form a fellowship, which is like a fancy name for a party; to share experience, etc. Monsters you haven't killed can't be looted by you, so there is a lot of care put into reorganizing the social aspects of the game. The allegiance system is still intact but with the kingdoms, the personal quests and the epic campaign, it's not the only way to succeed anymore.







Coupled with monthly events, there's a lot to do for the budding Fallen Kings player without being in the upper echelons of the social strata. Perhaps the most exciting part is the addition of organized kingdom versus kingdom combat (an allusion to realm to realm combat from that other MMORPG, I'm sure). These facilitate player versus player battles and Fallen Kings has special areas designated for that. But, a catch is added. Some areas contain buildings, like craft workshops, which can be captured for usage by fellow kingdom constituents so instead of everyone hacking one another just to test out their weapons, there are real benefits in fighting for one's kingdom.

Fallen Kings does not force everyone to fight though. Player versus player combat is merely an option. In fact, you'll spend a great deal of time before you even reach the point where you can proclaim allegiance to a kingdom, much less survive organized combat. One thing noticeable about Fallen Kings is a protracted tutorial segment. Asheron's Call was fairly free-form in its gameplay and while it featured a starter town, you were free to do whatever you want after that. Here, a good portion of the first landmass is dedicated to helping new players but at the same time, it doesn't feel like you're merely going through an extended tutorial.







When Asheron's Call first came out, people said its panoramic vistas were easily the best out of the big three. However, within a short year or two, Asheron's Call became dated by today's standards. Fallen Kings looks to restore the visual splendor that was attributed to this franchise. Such splendor does not come without a hefty price. Even on a fairly cutting edge machine (one that handled GTA3, Mafia and others with ease) with a broadband connection, Fallen Kings can be a little slow. Sometimes it's from lag and sometimes it's from pre-loading textures. Standing before the mouth of a dungeon, for example, is a situation prone to hard disk thrashing.

Obviously, there is still work to be done with Fallen Kings. Aside from a slight lag at peak periods, there are some minor texture seam problems. And because the beta period is still taking in many newcomers, the initial landmasses are swamped with people. One tutorial juncture, for example, wanted you to attain level three before moving on. A dozen wasps in the area provided the ammunition. Unfortunately, there were more than a dozen players standing right next to the wasp respawn points, which made the game a little challenging. Likewise, the first few dungeons you'll encounter easily harbor more adventurers than monsters. Since monsters respawn at specific points (instead of, say, a house or fort), human players will immediately divvy up the entire dungeon into little sectors.







Perhaps the most frustrating flaw is with simple jumping. You can jump quite high in the game but once you end up on a fence or a stone, you might inadvertently be stuck until you call for in-game assistance. That left for some pretty sticky situations.

In spite of all this, Fallen Kings is truly, a much more polished product than its predecessor. Gone are the huge chat windows and tiny playing area. Most of the time, you can turn off all the windows, making the game elements less intrusive. Combat, for example, is now a lot easier in the beginning. Unlike D&D-style rules, you won't start with ten health points. Try 100 and 200 by the time you hit mid-tutorial. That makes the game more about slaying things, looting them and moving on. You can get into a nice rhythm with this process and I think the developers spent a lot of time in getting this right.





The original Asheron's Call was dominated by magic and the allegiance system, which facilitated people teaching death-dealing magic spells. Fallen Kings is a more balanced game. In fact, a lot of people just use regular ranged and melee weapons, which is a nice change of pace. With respect to character progression, there are now specific skill paths to be earned. So if you learn how to chop someone up, you can then branch into backstabbing with skill points earned on the increase of experience levels. Actual experience points can then be put to increase one's prowess at a skill. There is a lengthy and diverse skill tree that is equally accessible for all races, although each race gets a unique skill. Luckily, you can untrain skills and re-allocate points to other areas, including magical spells and even crafting skills, to forge new weapons and such.

With the three races, Fallen Kings is not really too different from the original, human-dominated world. There are cosmetic changes. For example, some species use things other than bows (javelins) for their range weapons. The addition of skills has really spiced up combat and made it proactive. Too often in MMORPGs, you can only set your character in combat mode and watch two people slug it out. Fallen Kings throws in action like an evade feature, which shifts the camera abruptly, giving the combat a much-needed sense of energy.







Again, I have to come back to the apocalyptic setting. Fallen Kings has crafted a world where NPC towns are kept to a minimum. There are no longer any stores or lineups in front of vendors. You simply convert items you don't want to gold by pressing a button. The only functional buildings in a town are facilities to support crafting. Ironically, this has made Asheron's Call even more personable than before. One of the first human gatherings I came across was a multi-racial character gathering where people got together to dance (using emotes) and play musical instruments. That perhaps illustrates the greatest fundamental change to Fallen Kings. In a world where everything is broken, all you have is the person next to you. Fallen Kings, thus, becomes that breath of fresh air, a new landmass and 'New Jerusalem' that the Europeans were looking to escape to, to start anew. In such a setting, it's that reliance on one another and spirit of co-operation that ultimately makes MMORPGs work. As Fallen Kings aptly proves, it's one the developers certainly never forgot.



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