Very
recently, Ten Ton Hammer was among the first group of gamers to
spend some hands-on time with
Rift: Planes of Telara.
For this part of the preview, we'll explore never-before-seen classes,
character creation, and the new starting areas of Shadowlands, Free
Marches, and Silverwood. Along the way, we'll delve deeper into
concepts like character progression and rifts and discover never before
discussed topics like the death penalty, early boss encounters,
professions and crafting. All that, plus some close-up impressions of
one of
Rift's
never-before-revealed classes in part 1 of our first ever
Rift: Planes of Telara
hands-on preview!
New
Classes and Character Creation
After settling into our seats at Trion's posh Redwood City studios, the
first step was to make our characters. While we were busy toggling and
sliding, Trion Creative Director Scott Hartsman took the opportunity to
dispel some misconceptions about the game's player factions,
specifically the Guardians. In our
first Rift
interview with Scott,
he noted that it isn't as simple as the Guardians are good and the
Defiants are evil. Instead, the Guardians serve the gods and the
Defiants serve their technology. And both sides view each other as
dangerous, if not outright evil.

Nightblade
Scott took this point further, noting that in the lore, the Guardians
are far from a bunch of white hats. Only the smartest and best at
killing made their way back from the Shadowlands to take on Ascension
at the hands of the gods, regardless of their moral choices in life.
The gods simply need
an army of the strongest fighters imaginable, and
the souls that fell short... well, that's where the game's
dual-classing system comes in. You can tack on these souls to
become even more varied and powerful, but more on that below.
In
Rift,
souls (or classes) are split down the Guardian / Defiant divide. We
were introduced to several previously undisclosed
souls, primarily on
the Guardian side. A few of these classes included the Sentinel (a
healer in the classic sense), the Pyromancer (fire-based DPS and direct
damage), the Assassin (a poison DoT rogue), the Beastmaster (loads of
pets and DPS), and one of my new favorites, the Saboteur (a class that
specializes in sneaking up to five bombs onto a target, then detonating
them - preferably when the mob is appropriately loaded down with
de-buffs).
Your character will look pretty good, especially for a recently dead
guy. Character creation is as rich and detailed as you'd expect in a
modern RPG, complete with the en vogue triangular sliders for face and
body shape, loads of hair styles, et al. The only sour note (and this
too seems to be a trend) is the lack of a fantasy name generator. Being
that this is how I and a number of my friends found our gamer tags in
the first place, I'd hate for
Rift
to make the omission, but we'll chalk it up to the game being in late
alpha.
And that brings me to my next point.
Rift
is officially in late alpha, but through level 12 (the highest I could
get in our five hours with the game) it's more polished than games I've
played in late beta. The options included novelties such as adjusting
"footstep volume" (strange how much this can grate on you after a
while), convincing goblin voiceovers, multiple combat and death
animations for enemy groups, and swimming doesn't give you vasoline
eyes and the inevitable smeary underwater zone headache. The
Rift
devs even took a page out of the FPS playbook: if you start
to run short on hitpoints, the screen starts to grey out and your hear
your heart beating faster.
Shadowlands
The Shadowlands is what Scott called "the island on Telara's River Styx
- you're dead but not quite dead." It's your introduction to what your
side - Guardian or Defiant - believes, who you are, what your mission
is, and what your race has endured. Better yet, Shadowlands isn't a
single player tutorial , but a true multiplayer experience hosting up
to 30 people from your faction, complete with substantial opportunities
to group within your first fifteen minutes of gameplay.

Satyr Dominator
Shadowlands is darkly gorgeous, heavy in contrasty blacks and purple
hues and pierced by otherworldly light. Dead souls fell ominously from
the sky like a meteor shower, only to be absorbed by the Shadowlands'
soil. Meanwhile, ghastly creatures kept guard over the paths to the
purifying shrine (Guardians) or technological wonder (Defiants) that
would take my reincarnated character back to Telara. These
creatures were a little terrifying too, especially if you zoomed into
first person view. And yes, you can go first-person, and it's one of
Rift's
many little wonders - fun in snatches but inadvisable when fighting
with potential adds beside and behind you. But it's not all darkness
and despair; the landscape is full of trees, glens, streambeds, and
comfortably twisted takes on a nice enough earthly landscape.
At spawn-in I was told that I have two soul tree points, so I
immediately I got a taste of one of
Rift's
defining systems. Disparaged by some as simply
Rift's
take on talent trees, having experienced the soul tree firsthand I can
say that it's not just a system of enhancements for your abilities.
Instead, your choices in the Soul Tree determine what spells you'll
have, both directly and indirectly. As a direct damage-dealing
pyromancer, for example, I started out by enhancing my fireball and
flame dart abilities with soul tree points. So far this sounds pretty
familiar, right? But spending those points on unrelated abilities
unlocked a new flame armor self-buff in a separate part of the soul
tree. A few short levels later I obtained my fourth point which, once
spent, granted me a spell which drains charge (charge builds as spells
and abilities are used, much like rage with a
WoW
warrior) to increase the damage output of my fire spells.
It's worth noting that in addition to Soul Tree enhancements, players
can spend money at a trainer in town to rank up their spells and
abilities too.
Respecing, multiple specs, and the ability to switch out
specs on the fly are a fundamental part of
Rift's
character development. "People love playing with combinations. The idea
is to facilitate it and turn it into fun rather than having people pay
obscene amounts of money to respec." -Scott explained that player can
buy up to four loadouts to switch between any time they're not in
combat. If you notice your healer is having a tough time keeping your
tank battle-ready, maybe you can switch to a build that includes minor
healing. Or maybe a boss mob has lots of knockback - why not switch to
a build with more ranged capability? 270+ combinations result from
taking on up to three souls (two plus your starting soul). Won't that
variance lead to a balancing nightmare? "We fully expect that people
will discover new and exciting things that never occurred to us, and
that's ok... that's part of the fun. We're not trying to
overbalance everything and make everyone feel exactly the same."

Scarred Mire Ranger
Shadowlands also featured the first glimpse of dynamic content in the
form of a extra-planar tear; a tear that can quickly grow into a rift.
Planar tears are the start of an invasion from the planes of fire,
water, life, and death. Minions from these planes seek soulstone, as do
the Guardians (who use it to gain power from the gods) and Defiants
(who use it to power their technology). Players can use Planar Lure
items to enter the rift and fight the baddies before they're ready, but
if tears are left unaddressed, tears become rifts, and rifts become
huge and terrifying. The plane of fire rift in the Guardian Shadowlands
quickly grew to a hissing maelstrom that dominated the skybox in a
matter of minutes. Rifts - early ones at least, are soloable, multiple
stage battles provide encounter-changing consumables and loot (via a
nifty UI frame, I might add, that saves you from having to loot a chest
at the Rift site). Rifts, however, have been compared to
Warhammer Online's
public quests, and not without good reason. But rifts can turn into
something much more than simple, localized PQs, but for that you'll
have to stay tuned for part 2 of Ten Ton Hammer's hands-on with
Rift.
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