Silverwood
and Free Marches
Following a harrowing multi-stage boss encounter at level 5ish, your
character will be transported to Telara. For Guardians, this means the
lush sylvan dreamscape of Silverwood in the north, for Defiants it
means the slightly more foreboding Freemarch area in the south. Advance
parties of extra-planar minions stalk both areas, warping and
empowering the local flora and fauna to the whims of their masters.
Tears and Rifts break out in greater frequency here, and quests begin
to revolve around putting an end to the growing distubances.

Meridian Warlock Purifier
While we weren't able to craft anything usable at this early stage,
some of the gathering professions were represented by trainers upon
zone in. Butchering, mining, and gathering were among the trainable
professions in the Free Marches and Silverwood starting area. Mining
nodes randomly spawned atop rock outcroppings and Free Marches, being a
bit more stark, is better suited for miners. Silverwood, on the other
hand, seemed to contain more gathering nodes, and both areas were rife
with animal-like enemies for butchering. Players can train a max of
three professions and can retrain anytime, so it's worthwhile to train
these professions even if you don't plan on crafting much for the extra
soul tree training cash.
I spent the bulk of my hands-on time in Silverwood, playing in an
around the level 9+ Argent Glade area deeper in Silverwood, and my
Pyromancer continued to develop new skills, including a seven second
root (perfect for kiting) and a long-lasting casting circle that amped
up my damage spells even more. I evolved a tactic of creating a casting
circle then moving forward a short distance and hitting the enemy with
a long-cast fireball to pull, then using flame darts as the mob
approached. Then I used the fire net ability to hold the mob in place
moved back into the casting circle, and hit it with another volley of
fireballs and flame darts. It worked pretty well, and I was pleasantly
surprised that these kind of tactics were available even before level
10.
I looted my first collection around this time too. Scott explained that
Rift
will follow the
EverQuest II
model of collections, meaning that collections aren't just
completionist tasks. Well, they are, but collections can be turned in
or "stashed" (as Scott put it) for rewards.
It was in Silverwood that I had my first brush with death in
Rift.
It's been some time since anyone's tinkered with the MMO death
mechanic.
Rift's
take? Once an hour, instead of respawning at a bind point, you can
undertake a "Soul Walk." That sounds very nice and peaceful, but really
it's eleven seconds of sheer terror as you rise from your corpse and
run away from whatever killed you (and other things that want to kill
you). Escape, and you're rewarded with no loss of progress or death
penalty. In
Rift,
you're penalized for the crime of dying by surrendering a chunk of your
hitpoint and power bars, and one way to gain back your precious pools
is to eat special foods. The penalty is punishing but not too
punishing, and the Soul Walk reintroduces some corpse run-esque
excitement to a tired old mechanic.
Hopes
and Fears
The Soul Walk, represents the proper mix of old and new required to
successfully innovate on core gameplay. Truthfully,
Rift
is full of these sorts of minor innovations which add up to major
improvement. Rifts resemble PQs but are (as I'll show you in part 2 of
this hands-on report) PQs with a purpose. The Soul Tree is much like a
talent tree, but offers more (including good reasons to spend points
that players typically hoard). Aspects of classes and combat are very
familiar, but
Rift
gives you more options sooner. Best of all, a comfortable level of solo
and co-op challenge is back for low level players of a top-tier fantasy
MMORPG.

Skeletal Barbarian
That's not to say that I don't have concerns, primarily with how
Rift
is interpreted. Trion has garnered top devs from across the industry.
More than a few of these devs, such as Producer Adam Gershowitz,
came from the
Warhammer Online
design team, and classes like the Pyromancer and Bladedancer bear a
striking resemblance to
WAR
classes like the Bright Wizard and Blade Master (respectively). Many
believe that imbalance (or at least the perception of imbalance) played
a big role in
WAR's
cold reception, and Scott Hartsman has made it known that some
imbalance (especially in light of the 270 soul combinations) will be an
ongoing part of the game.
While we didn't see an PvP action this time around, we did sneak a peak
at UI frame labeled Warfronts. No details were available on this
feature, but it seems likely that
Rift
is also adopting another favorite feature from
Warhammer Online:
scenarios. If that's the case, players who put a strong emphasis on
fair play (or believe themselves to be the sole arbiter of fair play)
will get to compare classes fairly early in the game, rather than when
the Guardians in the north finally clash with the Defiants in the south
at higher levels.
But we're getting ahead of ourselves. The most promising thing about
Rift
is how far along the game is even in closed alpha, meaning there will
be plenty of time to get all the kinks worked out. And we haven't yet
covered some of the more exciting things about PvE, such as what Rifts
evolve into and what awaits players in dungeons and instances. This and
more in part 2 of our
Rift: Planes of Telara
First Hands-On Preview!
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