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Everquest Online Adventures: Frontiers

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  Reviewed by Torrick Ward
October 11, 2003
 
  Type:
Publisher:
Developer:
MMORPG
Sony Online Entertainment
Sony Online Entertainment
   
       
 
The beta for Everquest Online Adventures: Frontiers ended with the coming of Autumn and the promise of a substantial expansion of Everquest Online Adventures. EQOA: Frontiers is shaping up quite nicely for its November launch and perhaps should be considered a re-launch of Everquest for the PS2.

The first change that most will notice is the substantial graphic improvement from the original game. Player characters have never looked better. The change is both technical and artistic. Gone are the simplistic and cartoonish textures that passed for faces in the original. Now characters have expressive faces and more realistic body shapes. (Females are still as busty as ever, but this is a videogame we're talking about.) The change will be jarring for some, as several races look substantially different from their EQOA incarnations.

EQOA: Frontiers brings a new race, Ogres and a new class, Alchemists into the lands of Norrath. Ogres are big, evil, hulking and ... smart. That's right the big guys and gals of Oggok are still intelligent in this game which will be quite a surprise to those weaned on Everquest for the PC. EQOA and EQOA: Frontiers take place well in the past of Everquest for the PC where Ogres have degenerated into dumb brutes. In this game Ogres still have substantial intelligence although the seeds of their decline are apparent. Ogres will be allowed to play four of the current classes available to players: warrior, shadowknight, shaman and necromancer.

Alchemists are billed as mad scientists working on potions with explosive results. While Ogres appear to be substantially finished, it is clear that the Alchemist class needs substantial work to become a viable class. The class's spells and abilities are not finalized; the class I played was interesting, but not a meaningful addition to the class list. All of the races that can play arcane spell casters can be alchemists.

For those who already have characters in the original EQOA, the level cap will rise to 60 and the cap on statistics will rise as well. Along with those substantial changes is the addition of the Class Mastery system. The Class Mastery system, more than any other change, will allow for true customization and uniqueness among player characters. Class Mastery, broadly, is a collection of abilities and improvements that players can "buy" with class mastery points. These points are earned through fighting, just like normal experience used to level up. Players can determine how much of experience to devote to class mastery and how much to traditional leveling up.

The Class Mastery system is stunning and the effects on player characters can be profound. Class Mastery abilities are grouped into general, racial, archetype, class and master class abilities. The general masteries tend toward simple stat improvements. The archetype masteries give improvements and abilities geared toward the four archetypes of EQOA, tanks (warriors, paladins, shadowknights), priests (cleric, druid, shaman), melees (bards, monks, rangers, rogues), casters (wizard, enchanter, magician, necromancer, alchemist).

The racial masteries will offer the first real differentiation among races in EQOA. Each of the racial masteries seem very appropriate to that race, and some choices will give players abilities that are sure to make players of that race proud and cause envy among others. (Clockwork [gnome] and alligator [troll] pets, anyone?)

Class based masteries are almost universally improvements in the current abilities of a class. For example, rogues have the option to replace their pickpocket line of spells (which steal money from a monster) with abilities that cause damage while stealing. Some classes, however, receive completely new spell lines that change the nature of their class. Druids, for example, can buy masteries that give the ability to transform into bixies and pixies and another line that will allow them to charm animals.

Finally, Master Class masteries are the pinnacle of a character's development. Master classes are available to characters level 55 and above and focus on a specific aspect of that character's nature. A player will be able to choose between a racial, archetype, or two class based master classes. For example, a gnome cleric could become a: Tinker - Gnome master class Diviner - Priest master class Faithful - Cleric master class Exorcist - Cleric master class With each Master Class having abilities that build off of the classes' description. I did not have an opportunity to sample this system, but all indications are that it will increase player diversity and specialization greatly.

Another major addition EQOA: Frontiers adds is the addition of several new areas to the game, including a high level area called the "Plane of Sky." The Plane of Sky is joined by the continent of Odus (future home of the Erudite race), the Rathe Mountain area (current home to the Ogre race), and Lavastorm (home to the dragon Nagafen). These areas have dozens of new monsters and some wonderful sites for players to explore.

EQOA: Frontiers looks to be a worthy addition to EQOA. There is still some work to be done, but hopefully come November, the PS2 will have an even deeper, more addicting online RPG for old and new players alike.

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Minimum Requirements...
PlayStation 2; network adapter; 8MB memory card.
   

 

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