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Rift Review

Josh_Laddin By:
Josh_Laddin
03/10/11
PRINTER FRIENDLY VERSION
EMAIL TO A FRIEND
GENRE MMORPG 
PLAYERS 1- 999 
PUBLISHER Trion Worlds Network 
DEVELOPER Trion Worlds Network 
RELEASE DATE  
T Contains Alcohol Reference, Blood, Mild Language, Violence

What do these ratings mean?

Are you sure we’re not in Azeroth anymore?


Playing an MMORPG is like being in a long-term relationship. It starts with wonderment and a tableau of seemingly endless possibilities. You get swallowed up in it, sinking more and more time in while your friends complain that you never have time to hang out anymore – but screw ’em, they just don’t understand. Once the initial euphoria subsides, though, monotony inevitably sets in.

click to enlargeIt starts to feel more and more like a grind. Maybe it was always a grind, but you just didn’t notice it at the start. You might begin to resent all time and energy that has been diverted away from other pursuits. Many people just need a break, quitting and coming back after a few months of separation. Some bite the bullet and end the relationship forever. And still others decide to put themselves out there and try a new game.

If WoW is the long-term relationship in this analogy, then Rift is the affair. Of the 12 million current WoW players, quite a few have perked up and given a shot to the newcomer. Trion Worlds has made no effort to dispel the cries of “WoW clone”; in fact, they’ve fully embraced it, perhaps more than is necessary. The “We’re not in Azeroth anymore” slogan strewn across the many ads pervading the internet is both clever and just a tad erroneous, because it sure feels like we are.

Rift’s world of Telara is like a Twilight Zone-esque doppelganger of WoW’s Azeroth, where things look and feel similar, but are just a little bit off. There are a few major differences, such as the landscape, the wildly customizable talent system, and the definite graphical upgrade (while not quite as dazzling as last year’s MMO that shall not be named, this is still a beautiful world to explore)... as well as the many rift invasions that spawn evil hentai tentacles from otherworldly portals (yes, this is a 'T' game guys, but we all know where you got your inspiration from).

But if you’ve played WoW for any decent length of time – and lord knows I fit that description – all of the similarities will keep filtering in as you play Rift. Many abilities and spells have the same effects but go by a different name; instead of Polymorph you have Transmogrify. Same goes for stats – Dexterity instead of Agility, Wisdom instead of Spirit. Then there are professions, where Butchering replaces Skinning, Runecrafting replaces Enchanting, etc. The more you look, the more you notice these slight alterations and simple renaming. Instead of battlegrounds, you have warfronts. Instead of copper, silver, and gold for money you’ve got silver, gold, and platinum. And it's important to note that these aren't just superficial similarities; the gameplay governing them is lifted directly from WoW's playbook.

click to enlargeNow, none of that is necessarily a knock against the game. WoW makes more money than the GDP of some small countries, so cloning it isn’t a terrible idea by any stretch. And Rift does have some cool, original things going for it. You just can’t go in expecting something revolutionary, because it sticks very close to its inspiration.

So what about those original ideas? You’ll probably notice the talents before anything else. There are only four classes in Rift – Warrior, Cleric, Mage, and Rogue – but the true diversity comes with the talents, or "souls". Imagine the standard three talent trees of WoW and other recent RPGs, each emphasizing a different role that you can spec into. When you obtain a soul, you’ll be able to use it as one of those three trees. There are a total of eight souls (plus a strictly PvP soul) per class, and you can mix-and-match any three that you choose.

This equates to hundreds of combinations from which you can choose to tailor your character. If you want to create a tanking Cleric that can cast damage shields on itself, use a Justicar and Purifier soul combo. For a heavy nuking Mage with a pet and strong crowd control abilities, you could combine the Pyromancer with Elementalist and Dominator. The possibilities are immense, although every soul of course has a few with which it synergizes best.

But while the unprecedented level of customization is Rift’s biggest strength, it could also be its biggest weakness. Granted, the game is still in its infancy, but the problem with having so many different specs is that it’s near impossible to balance them. Blizzard, with all the resources at its disposal, can barely manage to balance five specs at any given time; I can't imagine Trion can balance hundreds, and it doesn't.

I’ve already seen Warriors who can decimate Mages at range without coming within ten yards of them, shrugging off their fireballs like it’s nothing. The Mage healing soul, Chloromancer, can put a few points into Warlock to get a Life Tap-type spell that basically gives it infinite mana – as a healer. The Bard soul for Rogues, meant to be a support specialist, turns into one of the best group healers in PvP. These imbalances may be addressed, but with this much customization I would only expect more to crop up as time goes on.

click to enlargeRift has another great addition to the formula, though, in the form of the titular rifts that constantly open up across Telara. The typical drill for a rift is that bad creatures spawn out of portals to the elemental planes, and (at the appropriate levels) only a group of players can take them down. Getting in close proximity triggers a prompt to join the public group that’s combating the rift. The actual battle happens in up to five stages of increasingly mean enemies, with bonus stages sometimes occurring if you kill them fast enough. Loot is showered upon all participating players when the rift closes – and while the loot is random, the odds of getting better goods increases the more you contribute to the fight.

A rift can either be an isolated event, or it can be part of large scale invasions that happen spontaneously zone-wide. The invasions are where the concept gets really impressive – anyone in the zone can participate in fighting back the invading forces that crop up all over the place. Most of the time you’ll advance the cause just by killing stuff, but there are some invasion events that require collecting and returning items and other objectives. These invasions usually end with an outdoor raid boss, and depending on the time of day you might see an army of anywhere from dozens to hundreds of players swarming it to take it down. Note: Without enough manpower it is possible to lose against the invasion, in which case your faction will inevitably have to fight back and recapture the towns lost to regain those precious quest givers.

Trion’s only serious misstep so far has been refusing to allow third-party mods of any kind. One of the keys to WoW’s success was the fact that Blizzard was very warm and welcoming to the modding community, encouraging all kinds of add-ons as long as they didn’t break the Terms of Use. Not only does this policy allow players to tailor their interface to their liking, Blizzard’s also kept an eye on the popular mods over the years and incorporated their best features into the game, taking advantage of them to improve their own product.

At this point in time, Trion does not allow mods of any kind. This might be subject to change in the future, but for the time being, you’re stuck with Rift’s default interface. It’s not terrible, and it’s a bit fuller than Blizzard’s default, but it’s still no substitute for readily available third-party mods. Especially considering how customizable the talents are, it’s a shame the interface is so rigid.

click to enlargeTelara is a mixed bag for lore. Both the Guardians, devout and zealous followers of the gods, and the Defiants, cunning races that rely on technology and science, have amazing starting zones. Guardians start a couple decades in the past, when the threat of the all-consuming Regulos first emerges on Telara. Once you finish your objective there, "spoilery" events happen, and you will eventually wake up in present time. Defiants, on the other hand, start off in the future, at a point where Regulos has already destroyed almost the entire world. At the end of the zone, you’ll get sent back Terminator-style to find a way to prevent that timeline from ever happening.

After that, however, I found it tough to care too much about what was going on. The feeling of urgency you get from the starting zones dissolves in the quest-and-grind of leveling. There’s certainly a noticeable effort to create a rich universe in Rift, and I’d say it succeeds. But it’s nowhere close to the level of lore that the Warcraft universe has built up in 15+ years. WoW has Thrall, Medivh, Sargeras, Arthas, Illidan, Ner’zhul, and a hundred more compelling characters I could rattle off, but Rift? I tried to care about the characters, and all but a handful broke the barrier between "generic" and "interesting".

All qualms aside, though, this is a terrific achievement for an MMO. Rift is by far the most complete package for an MMO launch title I’ve seen. Guilds, achievements, PvP battlegrounds, raids, auction houses – all of these things have been left out by launch titles over the years, but Rift has everything from the get-go. Even WoW took over six months to add battlegrounds.

Rift’s potential is what’s most impressive about it. Here’s a game that’s already accomplished more than half of what all those “WoW-killers” ever did, and it’s still in its infancy. Does it have its issues? Of course. Would I rather play WoW? Right now, yes I would. But Blizzard’s had over seven years to develop its product, and Trion’s just getting started.
B Revolution report card
  • Most robust MMO launch ever
  • Huge level of talent customization
  • …that creates lots of balance issues
  • Rift events are a sight to behold
  • Strong start to the lore
  • …but it struggles to hold interest
  • No third-party mod support
  • +/- WoW clone through and through
    Reviews by other members
    No member reviews for the game.

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Comments
  • Sanitychallenged
    Sanitychallenged

    Joined: Mar 2011
    Posted: Mar 10th, 2011 at 9:06 pm
    I find it odd that Runes of Magic generally gets a high grade when graphically it looks a lot more like WoW than Rift does. Rift looks graphically more similar to EQ2, but it's certainly not a clone of that game. WoW and EQ2 copy more from each other than Rift does in my opinion. Yeah there are forest zones and desert zones, but you may as well say that about any game. Or how about they all copied planet Earth?
  • Sanitychallenged
    Sanitychallenged

    Joined: Mar 2011
    Posted: Mar 10th, 2011 at 9:07 pm
    Personally I don't understand the rating systems for games anymore. It seems to be based on how 'WoW-like' something is perceived to be. For one, the fantasy gaming genre existed before video games so you may as well mark everything down for being a clone of D&D. It seems as pointless as comparing Twilight to Interview with Dracula Dead and Loving It because they are both vampire flicks.
    I disagree in saying this is a WoW clone, but more importantly can we please stop using WoW as a reference point for rating games and instead look at what the game being rated has to offer?
    PS: for those who want to argue Wow was first in MMOs,
  • Daddio
    Daddio

    Joined: Nov 2008
    Posted: Mar 11th, 2011 at 4:00 am
    My god! Not another game that has SKINNING! WOW WAS THE ONLY GAME IN THE WORLD THAT EVER EVER EVER HAD SKINNING!! Enchanting?!?!?! ZOMG BLIZZARD MADE THAT UP TOOOOOOOO!!!!

    I'm sorry, but this review ticked me off.
  • Nick_Tan
    Nick_Tan

    Joined: Jul 2006
    Posted: Mar 11th, 2011 at 8:11 am
    @Sanitychallenged: If the developers for Rift didn't want their game compared to WoW, they should not have enthusiastically called their own game a WoW clone.
  • jleack
    jleack

    Joined: Mar 2011
    Posted: Mar 11th, 2011 at 9:38 am
    I've been playing MMORPGs since I was in high school, and I've been addicted to games such as FFXI, WoW, and EVE. RIFT is undeniably the best MMO since World of Warcraft came out in 2004. FFXIV was a huge flop, Aeon had a wide array of issues, DCUO is far too short lived, etc. While the game suffers from some issues such as strange animations, poor sound effects, and a couple of others, it does a LOT of things right. For these reasons I'd give the game a 9/10 and recommend it to anyone who has played a fantasy MMO and wants to experience a new world.
  • aahz
    aahz

    Joined: Mar 2011
    Posted: Mar 11th, 2011 at 10:04 am
    This is the dumbest review of Rift I've seen yet. You may as well complain that Quake was a bad game because it used WASD to move and had a gun--such a clone of Doom! Do you really think WoW came up with the idea of stats like Strength, Dexterity, or Intelligence? Did Blizzard invent Elves?

    Rift takes the formula of MMOs and does new things with it. Not everyone is going to like it, but complaining that it uses the same basic formula as nearly every RPG going back to Rogue (and I mean the ASCII game, not the WoW class) is just ****ing stupid.
  • Josh_Laddin
    Josh_Laddin

    Joined: Nov 2009
    Posted: Mar 11th, 2011 at 12:09 pm
    @Sanitychallenged, Daddio, and aahz: There's a difference between taking inspiration from and straight copying a game. For example, simply having elves in a fantasy game is taking inspiration from LotR - but modeling them particularly off of Warcraft's Night Elves and Blood Elves is cloning them.

    As for the stats: Rift isn't a clone simply because of the names of the stats. It's a clone because the stats all do EXACTLY the same things as stats in WoW. Dexterity (agility) modifies attack power, gives crit, and gives dodge. Intelligence increases spell power, gives spell crit, adds mana. Those stats have the same exact functions in WoW; no more, no less.

    Enchanting? Yeah, WoW didn't invent that. But again, don't just focus on the names. Rift uses the same method of disenchanting green or better gear (by the way, gear comes in greens, blues, and purples, just like WoW) to get materials for enchanting.
  • Josh_Laddin
    Josh_Laddin

    Joined: Nov 2009
    Posted: Mar 11th, 2011 at 12:13 pm
    Basically, using the same (or slightly changed) names for fantasy elements isn't the point: it's how Rift uses those elements in clearly the same way they work in WoW. Go play WoW for a day or two. Then play Rift for a day or two. Then come back and tell me that Rift doesn't clone all these elements from WoW. If you still insist on it at that point - well, I'll just know that you're a raging Rift fanboy. I don't like having to compare and contrast Rift with WoW like this, but to ignore the facets of gameplay that Rift clearly lifts would be not doing my job.

    And why is it so awful to acknowledge Rift's WoW-cloniness anyway? I ****ing LOVE WoW. There are a lot worse things you can call a game, and if you didn't notice, this is far from a bad grade.
  • aahz
    aahz

    Joined: Mar 2011
    Posted: Mar 11th, 2011 at 1:33 pm
    Yes, Rift borrowed a number of concepts directly from WoW. It borrowed other concepts directly from WAR and EQ2. And invented a bunch of its own.

    What I don't understand is why people are surprised when another MMO does things the same way as a predecessor. I never see anyone talk about how a new fighting game, platformer, flight sim, FPS, or RTS is a "clone" of predecessors.

    An idea is borrowed if it's used as part of a unique new experience by someone who understands and enjoys the original idea. It's stealing if it's used by someone without any thought or inspiration of their own, who simply wants to cash in on the success of the original. Which do you think Rift did?
  • piratmonkey
    piratmonkey

    Joined: Nov 2006
    Posted: Mar 12th, 2011 at 5:31 pm
    @aahz "I never see anyone talk about how a new fighting game, platformer, flight sim, FPS, or RTS is a "clone" of predecessors."
    Really? Never? You've literally never read/heard about any, "CoD clone" or "Starcraft clone" or "Diablo clone"? Because I sure as hell have.
    I agree with @Josh_Laddin, who cares if it's a clone? WoW does a lot of things right, hence why everyone wants to be like it. If it can use WoW as a jumping off point and infuse it with its own flavor, then that's a win in my book.
  • WingRider
    WingRider

    Joined: Jan 2007
    Posted: Mar 13th, 2011 at 9:32 am
    The thought that would scare me is the idea that I gather that not doing the public quests - I mean rifts - will close off the quest hubs. If any other MMO I've played is any indication, in short time NO ONE will be in the low level zones, and that'll suck.
  • HybridMistake
    HybridMistake

    Joined: Nov 2005
    Posted: Mar 14th, 2011 at 1:10 am
    Agree with the above comments. I didn't want a comparison to WOW. Many MMORPGs preceded and in my opinion, have out-done WOW in many ways, many years before. Review a game for what it is. Do you juxtapose your music against the big sellers? Beiber? Gaga?

    If I compared every MMORPG to Ultima Online I'd never play a game again. (Unprecedented class customization? hah) Still I find a way to enjoy Lineage, Runes, Aion, NEStalgia, just about anything.
    Get back to serious reviews.
  • Josh_Laddin
    Josh_Laddin

    Joined: Nov 2009
    Posted: Mar 14th, 2011 at 1:25 am
    @HybridMistake: If you don't want a comparison to WoW, then I suggest you take it up with Trion. If I'm going to review a WoW clone, I'll compare it to WoW. To use your example of music - no, I wouldn't compare just any music to Justin Bieber (feh) or Lady Gaga, but if someone else went and took their lyrics to make their own song, you bet your ass I'll compare the two.

    Again, this is not a case of simple inspiration, it's a case of using WoW's established game mechanics and using them in the same exact way. And, though I hardly think it needs to be restated, this doesn't make Rift a bad game at all.
  • brisance
    brisance

    Joined: Mar 2011
    Posted: Mar 19th, 2011 at 10:58 am
    WoW had a very specific intent on copying EVERYTHING from EQ. After that, they just cut off the parts that didn't wok or weren't fun, and fine tuned the formula to as close to perfection as they deemed fit. Make no mistake, even the early dev interviews state that the intent of WoW's basic gameplay was to be "EQ done right."

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More information about Rift
Also known as: Rift Planes of Telara, Rift :plane of telara, Rift Plane of Telara


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