4/15/2011

Everquest II: Rise Of Kunark Review

Everquest II: Rise Of Kunark
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I first played EQ2 at release, almost three years ago now.The game was beautiful, no doubt, but lacked the fun factor that kept me involved in the original EQ for over two years.I gave up on the game after three months, and only stayed with it that long due to some friends I had made in the game and didn't want to just walk away from.At that time, the crafting was horrible, the questing overly drawn out (I recall gathering 100 each of wood and metal for a very early stage in a very long questline), and grouping was absolutely necessary to advance.

After a recent free-trial weekend, I decided to buy RoK and give EQ2 another shot.I found a much improved questing path in the new area (the Sarnak).There's nothing earthshattering in the mechanics - go there, kill that, come back for your reward that is the staple of rpg's - but the implementation shows a lot of effort was put into increasing the action and reducing the running from place to place that plagued the game at release.I have not gone back and levelled a character in the original game areas, so I will not speak to any improvements that may (or may not) have been made there, but I would hope there has been improvement in the "old" areas as well.

The crafting system was also, in my opinion, greatly improved.At release, the crafting system was in-depth and engrossing, but also incredibly frustrating.Originally, you crafted preliminary components from harvested materials, then turned the preliminary components into final products.Those final products frequently (at higher levels) required the crafter to acquire preliminary components that the crafter would need to rely on other crafters in other skill trees to provide.Finding the items you needed to advance required turning to brokers, either slowing the process, or making it hopelessly expensive to advance your crafting skills.Now, the crafter is able to harvest all of the necessary components to create a final product.The "action/reaction" part of the crafting is still in place.Crafting failures are still a possibility, but no longer are you destroying carefully crafted components in the process (only raw materials), and they occur far less frequently (greatly reducing the frustration level).

The most noticable difference is the ability to advance.It took me three months to level a character to 30 at release, and a few weeks in the current expansion.It is now possible to go out and accomplish a quest solo, and likely to do a great deal of levelling that way.This was just not possible at launch.It happens occassionally that I don't have time to form a group to go questing, but I still want to accomplish something in a limited amount of time.Being able to do so is a welcome addition to the game.

The one potential drawback has to do with grouping.At this point, the majority of players are max level, and a lot of the newbie areas are less populated.It may be tough to find a group to do the quests that require a full group.However, it's usually fairly easy to find one or two people to group with, and most of the content can easily be managed by two or three players.

It's clear to see the impact that other mmorpg's have had on EQ2 by the changes made since launch.EQ2 has clearly made strides to broaden its appeal, and from what I've seen of it there's quite a bit to appeal to both the casual solo player or the hard-core, raid-oriented player.

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Product Description:
The fourth expansion pack for EverQuest II Rise of Kunark features hundreds of new quests promising exciting adventures and encounters including class Epic Weapon quests for all classes. Rise of Kunark introduces a new playable race the Sarnak. This dragon-like humanoid inhabits the jungle islands of Timorous Deep a new starting location for adventurers. Timorous Deep presents a wealth of new content for levels 1-20 and is one of the many new zones being developed for this expansion. Many of these zones are based on favorite gameplay areas from the original EverQuest such as Karnor's Castle the Lake of Ill Omen Sebilis and Veeshan's Peak. Guilds adventurers and artisans can expect to benefit from a raised level cap as all level caps are raised to 80 in addition to new solo group and raid content for levels 65-80. Players will also be able to explore this new world astride a new mount -- the rampaging Kunarkian Rhino. Dozens of new NPCs as well as a host of new weapons and armor await players as they explore and unravel the mysteries surrounding the beautiful yet dangerous continent of Kunark.Note: This expansion pack requires the full version of EverQuest II to play.Format: WIN 2000XP Genre:ENTERTAINMENT Rating:T UPC:814582412225 Manufacturer No:41222

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