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Anarchy Online:
The Notum Wars

Box shot

July 02, 2003

Platform: Windows PC
Developer:
 Funcom
Publisher:
Funcom
Reviewed by: Mike "McDank" Smythe

 

 

Gameplay: [9] Graphics: [7] Audio: [8] Replay: [10] Overall: [8.5]

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A Brief, Brief History

Dave Arneson and Gary Gygax created Dungeons and Dragons in 1972, by 1978 AD&D hit the shelves. The idea of a game in which a player can do as he wishes in a vast fantasy world tickles the imagination, but the reality of sitting at a table with the socially inept and rolling dice ultimately fails to deliver on this idea.

Since the earliest days of computer games (i.e. Adventure, ZORK), role-playing games have been a staple of video gaming. Traditionally, these RPGs involved little more than a canned storyline and graphics served (when technology allowed) to dress up the dice-rolling aspect. Not only that, but until recently RPG video games were single-player only – so instead of pasty-faced goons, your fantasy world would be full of moronic robots, pacing back and forth and repeating the same line of dialogue over and over…

The late 90’s brought Ultima Online, a revolutionary game that allowed hundreds of gamers to log onto a persistent world any time of the night or day and engage in role-playing with their buddies. But now, instead of arguing over die rolls and character sheets, everyone looked and acted the part. The illusion of the fantasy world was possible, but the 2D graphics were archaic (even for their time).

EverQuest was the next milestone. While the graphics were muddy and there was really no goal or storyline to speak of, people became addicted at an alarming rate. EverSmack, EverCrack, NeverSleep are a few names given to this game by shunned spouses and neglected children. People stopped showing up for work, paying their bills and bathing. Suddenly those long nights playing D&D with your buddies looked and sounded pretty realistic, and now you could do it every night with thousands of people.

Which brings us to:
Anarchy Online: The Notum Wars

Anarchy online is a few years old, but has never enjoyed the mass following of mega-geeks that EverQuest does. Instead of a middle-earth style fantasyland, Anarchy Online takes place in the distant future, on a small planet owned and controlled by a corporation called Omni-Tek. The following are the three playable factions:

Neutral – Relegated to shantytowns between the borders of the two rivaling factions, the neutrals are both partially accepted and shunned. It is worth noting that one may join the Clan or Omni-Tek at any time.

Omni-Tek – These guys rule over the planet of Rubi-Ka… because they own it. Everyone on the planet exists there only because it has been terra-formed to make mining precious minerals possible. They have the greatest share of wealth and the newest technology; they’ve even created an entirely new humanoid species to maximize productivity.

Clan – Disgruntled denizens of Rubi-Ka who feel oppressed by the cold, corporate greed of Omni-Tek. They acknowledge that Rubi-Ka was once a simple mining colony, but believe that the culture and peoples that have evolved it its wake deserve to be given the freedom to defy Omni-Tek.

Apples and Oranges

Some of the MMORPG conventions defined by the 800-pound gorilla before it (EverSmack) have been adopted and refined in AO:TNW. Some of the more annoying aspects have been blunted or done away with completely:

Corpse Runs – Far into the future, the humanoid races have devised a way to cheat death. Whenever you die, a planetary network of replicators automatically reconstruct your body (including bionic augmentations and clothes) at the last place you bought “insurance”. All of your possessions are re-generated in a special booth right next to you.

Dying is not completely without consequence, though. Resurrected players will lose all exp points gained since they last paid at the insurance terminal, and as they spawn directly at this terminal, they may find themselves far away from their current mission.

Hunting – I really hate trudging through the wilderness looking for something that will give me experience (not to mention mad L3\/\/+) while trying to avoid those creatures that will kill me without fail. When I gain a level I get to look for a whole new set of creatures, but the pattern remains the same. Ugh!

You may do this (if you wish) in anarchy online. However, the developers have created a system in which you can simply go to a mission terminal and acquire a mission in one of the many, many dungeons scattered (sometimes hidden in plain sight) throughout every area (including towns). All of the creatures you encounter and treasures you plunder within these dungeons are a perfect match for your current level, and the player selects the difficulty. Only the player or group who acquire the mission key can go, so lag is basically non-existent here.

Not enough for you? In addition to wild baddies and a convenient mission structure, there are hunting grounds, which are specifically tailored to a tight range of skill levels. Right about the time you’ve got one of these massive killing grounds figured out, you’d gain access to the next.

All of this and a bounty-based PvP system makes for some great RPG style combat… the best I’ve seen in an MMORPG thus far.

Guilds – These are called ‘organizations’ (OK, its ‘organisations’. As I am not a friggin Brit, I’ll just go ahead and spell it our way) and hold more than the just the promise of PvP group combat… but I’ll get to that in a little bit.

Transportation – This is achieved by a number of means, most notably a grid of public teleport terminals, which (get this) can be hacked to allow the player to travel farther and wider. Forget about finding a specific player class to take you and your group across the world to get to a mission – that is so 31,000 years ago.

A super-cool new option for personal transportation are the sleek vehicles. Some hover across land or water, (or both) some have combat capabilities. One thing is for sure, though – you’re sure to turn some |\|00b!3 heads as you speed past them in one of these bad boys.

Magic – Since this is a pure science fiction game and not a steam-punk type alternate universe, the idea of magic would clash horribly with the machine guns and combat robots. The game developers have gotten around this problem by using a clever system of bionic augmentations and nano-technology to mimic the effects of D&D style spells.

Healing flesh and creating energy shields can be achieved by draining your nano-supply, just as you can damage an opponent by forcing his internal nanos to run a nasty program. A very elegant way to implement a tried-and-true gameplay mechanic into a game universe that would otherwise make no sense.

The War for Notum

The on-going storyline in this universe is fed by a system of land control that pits faction against faction, using the accumulated monies from private organizations within the game to build towers. These towers mine ‘Notum’ (the namesake of the retail upgrade) and also defend the land on which it is mined. This adds yet another strategic aspect to a game that already takes the standard conventions of the genre and makes them its respective bitch.

Powerful Visual Appeal

The graphics in AO:TNW are an incremental upgrade from its predecessors. Textures are sharper and environmental effects are well done, but the graphical prowess comes at a price.

When this game was originally released, a top of the line computer (PIII 800mhz, GeForce2) would choke and die when more than a few characters shared the screen. It seems that current technology (I had to upgrade to play this game) does an adequate job of  keeping up, but it seems that the amount of horsepower needed to run this graphics engine is disproportionate to the quality of the graphics. Don’t get me wrong; as of the time I write this, AO:TNW is the best looking Sci-Fi themed MMORPG on the market, even after several years.

The audio in the game requires little more than a footnote, as the music and sound effects are all standard fare for an RPG.

Final Digs

On a personal note: I played Morrowind for about 80 hours before I thoroughly whooped its ass and became a god. About the same amount of time went into playing AO:TNW, and 75% of the game population were still more powerful than my character.

The massive time investment that a MMORPG requires is more than I am willing to invest. For hardcore RPG fans, it means an incredibly immersive game with endless replay value… For gamers like me, it means you’ll get bored of the ultra-slow pace and go back to killing Nazis. (yee haw!)

With a slew of new MMORPGs coming to the market, as well as hybrid MM-FPS type games like PlanetSide making a big splash – it’s very hard to say what the future holds for the genre. As it stands right now, AO:TNW is basically the best there is when comparing apples to apples.

If you’re already a MMORPG fan, or are looking to get into them, this game is cream of the crop. If you are wary about paying monthly subscription fees (the game can be downloaded for free – hell, they’ll even mail you a CD) and are unsure that you can invest so many hours a week – I’d suggest sticking to Counter-Strike.

Anarchy Online: The Notum Wars review on netjak.

 

 
 

 

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