ZAM dives into a build of Trion's upcoming fantasy
MMO and experiences life as a Nightblade on the side of the Defiants.
The Gods be damned.I am Defiant.
Not only in faction, but in action. The gods mock us, and I hold no
love for them. All that is holy to me resides not in the skies or in the
piety of the sanctimonious, but in the steel of my blades and my
resolve. I embrace all the worldly technology that will help me bring
down the deceivers and save my home, my Telara, from the planar rifts
and the foulspawn. I do my part by striking down my enemies from a
distance, from behind, or in their face so they can see who brings their
end. I am Kelari, I am a Nightblade and I am Defiant.
For
me, part of playing a MMO is being able to immerse myself in the story.
As good actors do, I like to uncover my motivations and drives so I can
understand what my purpose is in the game. In
Rift: Planes of Telara,
my world is being torn apart by rifts from the different Elemental
Planes. It's a world that I love, and now it needs me to help save it.
As a member of the Defiants, my character has been deemed worthy to aid
Telara and I have been resurrected from death using technology
worshipped by my faction. My opponents, the Guardians, also strive to
save Telara, but they believe the gods will help them. Their belief is
misplaced and their continued reliance on their poorly formed ideals
will only hasten the demise of my beloved world.
Three races comprise the Defiants and each race comes with its own
set of special abilities. My compatriots are the human Eth, the tattooed
Bahmi and my own Kelari. When we become Ascended Souls for our fight,
we can choose how we look in the character creation screen through a
variety of sliders that adjust facial and body features, hair,
colorations and numerous other features that help make each character
unique. I chose the Kelari, because little is known about them yet and I
prefer a little mystery as I explore the game. And I made my look as
non-heroic as possible (short, stocky and relatively unattractive) since
my mind and wits will be what save me and the world.
My next job, before entering the game, was to choose my Calling. Each
of the four callings – Warrior, Cleric, Rogue and Mage – has its own
branches (called Souls). I enjoy stealth and covert operations so I
chose Rogue Nightblade, a character with both distance and in-your-face
attacks that can be launched from the shadows. As I advance in levels, I
can later expand to different rogue soul trees such as Ranger, Assassin
and Blade Dancer (a form of rogue tank), with a maximum of three souls
at any one time.
For those not interested in my type of calling, Defiants at the start
will be able to choose Reaver and Champion souls from the Warrior
class, Purifier and Inquisitor from the Cleric class, Warlock and
Elementalist from the Mage class, and Nightblade and Ranger from the
Rogue class. Guardians get a slightly different set, with Paladin
swapping for Reaver, Sentinel replacing Purifier, Pyromancer instead of
Warlock and Assassin interchanged with Nightblade. However, all the
souls will be available further into the leveling process for each
faction.Once I knew who I was and what my background was, it was time to
start saving the world. I began my quests in the Shadowlands, where a
variety of tasks got me familiar with my abilities as well as the
importance of my faction's reliance on technology. Even though the game
is in late alpha, the interface was fairly clean and easy to grasp. I
was pulling off combos and leveling in no time. As I leveled, I unlocked
various abilities in my Soul Tree. Certain abilities become available
automatically if you spend enough points in that tree. And you can
choose abilities from three trees at any one time. While a game like
World of Warcraft will eventually let you become dual spec at higher levels, Rift will
eventually allow you to become quad spec so that you have greater
versatility depending on the scenario you and your group face.
Playing the Nightblade was a fun experience and learning the nuances
was not an involved process. Mobs could be pulled with a stacking,
combo point-style ranged attack with other attacks being more powerful
depending on how big the stack was. I achieved stealth at an early
level, which made it easier to get around and bypass enemies if I
needed to. I hit level 10 before I died the first time, which proved an
interesting visual sight. As I got closer to death, the screen started
to gray and I could hear my heart beating faster. It's a cool effect
that lets you know your status without constantly having to glance at
your health bar. When you die, you lose a portion of your maximum
health, but it can be regained by eating special foods after you return
to life.
One of the unique things about Rift is the game play mechanic of
tears forming in the world. If these tears go unchecked, they grow into
full-fledged rifts that will spawn in wave after wave of creatures
from different elemental planes. If you come upon a tear, you can
launch yourself into it and fight the creatures before they materialize
on Telara. You must defeat anywhere from three to five waves of
creatures to close the tear. The same holds true if a rift opens:
Defeat the waves and close the rift. What makes this part of the game so
enjoyable is the extra cash and loot that you can derive from
participation. The more you participate, the more you get. I soloed a
few tears and rifts for my level and got cash and items that buffed my
gear, including the occasional magic item. If you help others close the
rift, the game rewards you based on your level of participation in
defeating the waves. I found that hunting for rifts and tears became an
enjoyable minigame unto itself.
By the time I hit level 12, my solo play session was wrapping up and
it was time to test one of the new instances being unveiled. The Realm
of the Fae was a level 30ish instance that required five players and a
premade character. I was already fond of the art style in the game,
but the instance was even more vibrant. The concept was a four-section
dungeon that played off each of the seasons, starting with spring. Each
season had a miniboss to defeat that offered up better loot than what
you could get from questing in the world. Our team was able to defeat
three of the minibosses before our play session came to an end. But the
instance was a good gauge of how easy it was to hold your own, despite
only learning the interface and mechanics a couple hours earlier.
The game is approaching beta, but it was amazing how stable it was
even in the alpha state. There were very few placeholders and the
mechanics and quests were solid. At a time when the industry is being
besieged by all manners of fantasy MMOs, the time I got with Rift has
solidified the game's place on my short wish list. I can only hope the
end product is as enjoyable as my play session.
My world needs saving … and I am Defiant.