By Michael Jordan
Aww the grind, one of every MMO staples in design. It is the gateway to the end game, the end goal, where presumably, people are waiting to give you cake and blowjobs upon completion. Well at least that is what I hope for upon any great feat, don’t you? But many of you might be trying to stop me right there, snarkaly saying, “it is the journey, not the destination.” Well don’t worry, Trion Worlds felt the same way before you pointed it out, and has taken the steps in providing users with the journey they desire.
Much of the time in the game, I really felt like the game stood well as a single player RPG, with a huge open world. There are even instances where I ran in to events that where almost over looked, not a quest by any means but provided a reward, and a sense of satisfaction; I could hear the screams of someone being attacked by a gang that looked to be robbing the house, I went in out of my own volition and stopped the gang, by doing what I do best, killing the lot of them, where I was prompted by the NPC thanking me for helping her and giving me a small treasure of money and potions, and a piece of gear. This was something I have not seen executed in any other MMO, and made the world fell that much more alive, while leveling up.
Players are given a many paths in which they can embark on. If you don’t like the area you are in, why not try leveling and questing in another area, that might be more to your liking. Each area has clear enemies and individual hardships that you can work on to overcome, giving the player that their actions will come to a sum of overall victory for their factions.
If you are not a soloist, and prefer the leveling in groups or by killing members of the other faction in the Warfronts, this is a perfectly reasonable method as well. The provided dungeons have their individual features, voice acting, stories, and plot points in the grand scheme of things that keep them all interesting, while not being overly exaggerated with specific groups of monsters that will cause all party members to die because someone forgot to do a minute action. This leaves dungeons not only great ways to level, being just as fun as following story arcs while questing, but great ways to gear up throughout your levels.
The Player versus Player interactions are just engaging though out the leveling process using Warfronts. While this does take a large degree of skill and is extensively easier to do as different classes, it still remains a valid way to push to the top, while developing skills you will later need when playing in the end game, earning PvP levels. It is to be noted as well that there are currently balance issues with some classes, that they are going to fixed, in the upcoming update, v1.1.
All aspect of leveling feel like they had a firm background and understanding, throughout their planning, which is a win win for players, with little need for fixes, complaints or problems. Over all it was deeply engaging experience through and through with nothing really feeling out of place. If for nothing else but the leveling aspect of the game, RPG fans should rush out and pick this game up(or get it digitally from their site.) Follow me in the coming week as I tackle End game, with my affectionate guild of “Cait Shelter”, until then, see you in the rift.
PS. Total Playtime, 7 days 16 hours.