Ten Ton Hammer's Review of Dungeons and Dragons Online: Stormreach

Posted Mon, Dec 31, 2007 by Ralsu

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.

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