In my time spent as a gamer, I’ve never gotten the allure of MMORPGs. I’m a big fan of the RPG genre – as many of my previous reviews may attest – but the idea of executing that general formula in a Massively Multiplayer environment never really wowed me. I’ve taken a whirl with Final Fantasy XI, The Secret World and even APB Reloaded (World of Warcraft just never seemed interesting to me, personally), but none ever managed to retain me beyond the first few sessions. As such, this review is written from the perspective of a noob to the MMO genre. I can’t really speak to how the DPS stacks up to other games or any of the other jargon I don’t understand. Sorry, experienced MMO-ers!
That all said, it’s doesn’t matter. My stance has changed of late. Why, you ask? WildStar is why.
The core team at Carbine, the studio responsible for WildStar, includes several ex-Blizzard employees who were involved in WoW. This experience provided a much-needed source of knowledge for the game’s development, and provides a level of polish that helps WildStar get the basics sorted and move on to developing its uniqueness.
The layout of the world is as one might expect. Each faction has their own early areas and capital cities, with regions at higher levels integrating the two for some competitive fun. The joy of this existing formula is in its execution. Each area has wildly varying terrain, colour schemes and thematic elements, making the journey from one zone to another both noticeable and a good incentive to keep going to see what’s next. The rich colour schemes are also a sight for sick-of-brown-town eyes. WildStar isn’t afraid to go bright, be it the stark white of the Northern Wilds or the lush flora of Celestion.
Level progression gives regular rewards, as there are two distinct forms of progression – your class, and your path. Classes are new riffs on the standard roles, such as the Stalker (Rogue), Spellslinger (Mage), and… Warrior (Warrior). Some are tweaked in new directions, such as the Medic whose area-of-effect abilities skew both defensive and offensive. This class levels through combat and quest completion, just like any other RPG. The path however, is a secondary class that is tailored to suit your preferred style of play. Soldiers have access to unique and more challenging fights, Scientists can investigate the world to expand on its lore, Settlers can drop buff stations and unique quest-givers into the world, and Explorers (like me) are challenged to search to the very edges of the world.
All in all, WildStar has some key element that has kept me going where other MMO’s have not. Perhaps it’s the colourful and varied world, or the game’s sense of humour – ranging from fireworks-filled level ups to enemies exploding into steaks and drumsticks on death half the time – or maybe even the constant s ense of achievement from two complementary progression trees. Whatever it is, I’m 18 levels into the game with no plans to stop so far. If I do, who will decorate my housing plot or pimp out my awesome hoverbike mount? With a promised 18 months’ worth of unique content being rolled out by developer Carbine, I’m looking forward to enjoying this one long-term. If all goes well, I’ll check in again a little further down the line with some more well-informed opinions!
(For now, we will not be giving a final score to the game as it would be unfair to grade an MMO on its first few weeks.)
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