WildStar is a game about controlling a fantasy character (though
actually, the troubled world of Nexus is one of both magic and high
technology, its former rulers the Eldan having departed in mysterious
circumstances) from a third-person perspective in an online world full
of other players, fighting angry monsters in the hope of experience
points and loot, and pressing number keys to activate special attacks.
Yep, tropes are tropes. It's also a game that offers you a theoretically
profoundly different experience and even a different vision of itself,
depending if you gravitate towards fighting, exploring, collecting or
socialising.
If you're the kind of MMO player who couldn't give a hoot for world
lore, nosing around distant caves or building communities, WildStar
reckons you'll want to tread the path of Combat. Pick this one and your
character, no matter their race or class, will be able to activate Horde
Holdouts scattered across the world.
Focusing in on this sort of combat is one of a handful of genuinely
pinchable ideas that WildStar has added to the standard MMO design, in
fact. That's how this sub-set of games often seems to evolve: you get
new fiction, new lore, and new heroes each time, but what really matters
are the little quirks. Nobody really dares deviate from the Warcraft
template too much unless they're planning something really drastic or
niche, so games become defined by the neat touches and clever
embellishments. A stronger emphasis on telegraphing templates to add an
extra spatial zing to battles? That sounds smart, and it turns out to be
a good idea. Elsewhere, now that WildStar's lurching towards a 2013
release, we're starting to see other tweaks, too. Alongside the
introduction of 'paths', a system that sees you picking a playstyle as
well as a class and race and faction - focusing on exploration, say, or
social stuff - PvPers can look forward to something called Warplots,
which brings other games' housing systems into the mix in huge shared
battlegrounds where groups can really put their stamp on their
surroundings. That sounds pretty smart too, as does the plan to provide
regular - monthly, hopefully - story content updates for end-gamers who
have hit the level cap.
WildStar uses the bold colours of Warcraft, but layers on the cartoony
excess even more heavily. The development team at Carbine describes the
game as being "high personality" above all else, and in an area like
this you can really see what they mean. Deradune's all savannahs and
cliffs, golden grasses giving way to fat honey-coloured crags. The trees
have wide canopies supported by trunks that trail and bunch like
tentacles, and the buildings resemble exotic glass bottles flung into
the sand of some day-dreamed beach.
没有评论:
发表评论