Saturday, April 21, 2012

Rise of Immortals Review #1


[NoCashReq has entered the room]

They may take our lives, but they will never take OUR FREE GAMES!!!!! Fellow Cheapskates, we are back in action at FBGR, and we are off and running with the MOBA:




Rise of Immortals was developed and produced by Petroglyph Games, and was released only seven short months ago in September, 2011. It is currently available via the Steam Store.




BLUF: Although the game developers claim that the persistent character growth is a feature, having to train every character you want to play until they are viable is not something I want. This game definitely has better casual player appeal, with several PVE maps in addition to the PVP maps, but it is a second tier game in comparison to the benchmark, League of Legends.

SCORES

Playability: 2/5 If you've played similar titles, you'll pick this game up easily. If not, the short tutorial, easily ignored reminders for skill tree and artifact slot unlocks, and easily missed clicks due to a very tight aiming device will frustrate you.

Atmospherics: 4/5 The game has a consistent style to the maps, interesting character designs, and the background music is nice. The optional skins for the champions leaves something to be desired, as they are mostly color changes, with no real difference from the original.

Learning Curve: 4/5 Each character has a unique style of gameplay, and can be customized for the player's preferences, allowing you to find your optimum build and strategy.

Community: 4/5 PVE matches do not differentiate according to character level, so it was common for me to follow someone around in the match 20+ levels above me, and just from that you can learn a lot. No real complaints about language or rude behavior, but no real hands held out to newbies either.

Support: 4/5 I had no issues with the game, and the crew at Petroglyph run regular updates and add new content at least once a month.

Cash Shop: 3/5 Prices seemed fair and reasonable, especially since the game hasn't been out long enough to have a huge number of characters available.

OVERALL: 21/30 There are a few things I found annoying, but overall I felt this was a good game. I think I will retry it in about a year, if it's still up and running at that point, to see how it has matured.

Backstory

Rise of Immortals is based in the same world as Petroglyph's game, “Guardians of Graxia,” released 2010 both as a board game and online game. Graxia is a world of floating continents, connected by portals from one to the next. The original game was a turn-based strategy game, featuring the races of Graxia as your armies. Rise of Immortals takes place several centuries later, when the crystals that power the magic of the world and keep their continents afloat start to lose power and die. After the crash of one continent, the people of Graxia find out that nothing can be done to permanently stop the decay of the crystals. Destroying one of the crystals, however, sends its charge to the other crystals, and war breaks out, as every faction fights to protect their crystals while destroying everyone else's. In a desperate bid to stem the tide of death, champions, called Immortals, are chosen from among the races and out in the world to d battle. The losing forces watch as their crystals are destroyed by the victors.

Each Immortal has their own backstory, and each has their own reasons for fighting, but in the long run, it all comes down to survival.

TUTORIAL

The tutorial starts you with Kyrie, a Melee DPS Immortal that excels at single target attacks. The announcer walks you through getting around, the various abilities that Kyrie has, and the major objectives of the match. What I found lacking was that there was no persistent gear tutorial or guide. In other games, there is at least a pop-up window that says, in effect, “Hey! Look over here! There's stuff you've earned that you need to look at or you will be left behind by your competitors.” In this game, the icons for your skills improvement flashes, but that icon is tiny on the screen, and the flash is barely noticeable. I stumbled onto the artifact page by accident, just in trying everything out.

MATCH ME UP

After you have learned the basics, your next choice is Immortal selection. This decision is more important here than in other games, because of one simple thing: Each Immortal must be leveled up independently. In other MOBA games, you level up, unlocking persistent skill or gear slots, and you can assign them to any character you choose. Rise of Immortals, however, ties progression directly to the Immortal, meaning that if you start with Kyrie, and decide that she isn't your style, you'll have to start from scratch on the next immortal you try. There are currently 21 Immortals to choose from, and each is labeled as to their role in the game (DPS, Support, Tank, etc.). Oh, and that's one role per Immortal, these guys are not designed to be flexible enough to cover more than one.

Once you have chosen your Immortal, you will be sent to The Hub, a non combat map where Immortals hang out in between matches. You'll be able to see other players, their level, if they are in a group, and if they are queued up for a match. This is also where you have access to your skill tree and artifact page, the two persistent stat bonuses each immortal has. Skills unlock every level, where the artifacts unlock in groups every ten levels, to a level cap of 50. You also have access to the global marketplace, where you can buy artifacts, various buffs, skins, etc. Artifacts and Immortals can be bought with earned points from the matches, but all other purchases are cash.

At any time in the hub you can change immortals or queue up for a match. There are currently four match options available: 1v1 PVE, 2v2 PVP, 3v3 PVE, and 5v5 PVP. Each has its own map and goals, and each awards different amounts of permanent EXP to your Immortal. You can see the number of people in the queues, which is nice to know so you aren't waiting forever for a match, and 1v1 PVE is always available as a practice venue. While I played, I saw no one enter the 2v2 queue, but there were plenty of players in the 3v3 and 5v5 maps. Solo and team match-ups in PVP are done by level, but not all players are in the same level bracket. Rather, each team is given an equal amount of players at about the same level. In the last 5v5 game I played, each team had one player at level 17, several players around 6 or 7, and I think we each had one player at level 1. needless to say, the team fights were anything but balanced. If your high level player was there, you dominated until the other team's leader showed up. It's nice that they want to let everyone play without waiting until there are enough lvl 50's on to make a match for them, but this system is not balanced.

PVE matches are a lot of fun, and will really appeal to the casual player, as even the lowest level player will be able to contribute. The 3v3 Map includes two in-lane monsters that stop you and your creeps (NPC low level forces that auto-spawn and head down the lane until they meet resistance) until you are high enough in level to kill them off, and a dragon that is released from the enemy base once you destroy it. The dragon heads straight down the map to your base, ignoring all terrain, and only attacking if it is attacked, until it either dies or destroys your base.

YOU ARE A UNIQUE SNOWFLAKE...

Just like most MOBA games, there are a variety of maps, Immortals, and team compositions to try. The differences in this game are where it succeeds or fails:

Persistent Immortal Growth: Fail. Having to train every single one of them to get their skills and artifacts sets filled up is slow and annoying, whereas other games you develop as a player and unlock the slots you need, then apply them to every character you choose to play.

PVE maps: Success. Having separate, interesting, fun challenges to do that don't require players on the other side means you have a great way to learn your character in an easier environment.

Larger Maps: For the PVE, larger maps are a success as they allow more exploration, more minion camps, and more opportunities to have some fun. For PVP, it's a failure, as it means it is far more easy to steamroll a team that doesn't pull together fast enough for a team fight.

FINAL VERDICT

This game is good, but just not good enough yet. In comparison to other MOBA titles, it has some originality, but where it matters most, the PVP matches, it doesn't compare well enough for a seat at the big table.

That's it for this review, join us next time as we take a crack at the MMO Forsaken World. Till then, goodnight you kings of Mainstream, you princesses of New Content!

[NoCashReq has left the room]

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