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Dark Age of Camelot Dark Age of Camelot: New Frontiers
Written by: HitNRun
Sunday, August 29, 2004    3:08 PM
New Frontiers (Dark Age of Camelot): Well...they finally did it. It only took them a little over a year (or almost three years, if you're a cynic) but Mythic finally made DAOC's Realm vs. Realm content coherent and enjoyable. Well, coherent anyway- it would be enjoyable if it weren't for their previous expansion, Trials of Atlantis. TOA invalidates Mythic's gains with it's high level "content," which approximates starting with your level 50 character and taking him to 50? before he can compete in RvR warfare again.

Still, TOA is a year old and this review is for New Frontiers, so I'll try to stay optimistic. NF features a nifty map function and the ability to teleport from Frontier Keep to Frontier Keep, looking for other players to fight. This strongly discourages "gank squads" and "PK campers" while also containing the rolling 200-man zergs to defensible positions. And it even does these things without implementing the martial law that some frothing fucks were suggesting.

NF features some other changes, like 9 new Battlegrounds for levels 1 (yes, 1) to 45. And that's Battlegrounds, plural- all 9 are different zones, instead of the 1 zone cut and pasted 3 times. Also changed is the focus of RvR itself. As mentioned before, the eternal battle between Gank Squads and 200-man lag machines has been nullified somewhat in favor of a surprising angle- Sieges. I know, sieges? In a medieval fantasy game? Where'd they come up with that?

Of course, not everything in this transition is going smoothly. NF features a siege system which makes archaic things like players almost obsolete. And since then, they've been wildly thrashing around reinventing their game. Are they forgetting what happened the last time they brought Armageddon to their game in one blast of sticky white organic joy? Time will tell, but as of now God only knows.