Ten Ton Hammer's Review of Dungeons and Dragons Online: Stormreach
Call it a re-review
Almost two years ago, the massively multiplayer game developers at
Turbine released Dungeon and Dragons Online: Stormreach (DDO), an
online real-time representation of the Eberron campaign setting for
Dungeons and Dragons. Heralded by some as a revolutionary step forward
in massively multiplayer games, DDO featured real-time combat, a huge
variety of player races and classes, and wholly instanced areas that
allowed players to experience the dungeon-delving atmosphere that made
the table top roleplaying game so successful. With two years of online
service behind the game and a huge update just on the horizon, it
seemed appropriate for the Ten Ton Hammer editorial staff to finally
take a crack at reviewing Dungeons and Dragons Online.
As they were building Dungeons and Dragons Online: Stormreach, it was
obvious that the developers wanted to create a product that truly
echoed what players had experienced in the table top game. Each part of
a player character's movement, social interaction, and combat
encounters are augmented or enhanced by their skills, attributes, and
feats. The mechanics aren't overtly transparent – there aren't numbers
flashing on the screen every few seconds – but you do feel distinct
differences between a Dwarf wearing full plate and a Halfling rogue
wearing nothing but a suit of leather.
Ton Hammer's Review of Dungeons and Dragons Online: Stormreach
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