Post by Demonjay on Mar 31, 2011 7:54:51 GMT -1
Release Date:
Europe: March 4, 2011
RIFT is a outstanding new MMO
it takes a lot from WoW but takes a lot of good things from all sorts of MMO's out there and made it into a outstanding game
incredibly polished for a new MMO with a rich world and very in depth
There are two opposing factions -- Guardians and Defiant
that u can chose from and take on the regulos and his horde from the planes of death
i havent played the game much but ive heard that the story line is pretty good as u progress through the game so im looking foward to follow it
During character creation, you choose a character archetype or "Calling" out of four options -- Mage, Rogue, Cleric and Warrior.
Your Calling determines what armor you'll be wearing and which 9 of 36 souls you will have access to. The number and variety of souls provides you with a lot of different playstyle options.
Figuring out which souls combine well and knowing which traits in each soul to put your points in is probably the most challeging part of Rift. It's confusing for even experienced players, and the total lack of restrictions makes it easy to build a gimped character who doesn't really excel at anything in particular. But having that freedom also allows for some very creative builds, and builds are bound to surface that allow for uncanny power.
I heard that pvp is a lot of fun in RIFT
there are 4 warfronts that you unlock at difrent levels
with play types like capture the flag, capture points etc…
il be sure to give it a try , i heard its good fun and something u would wanna come back to even if u die over and over
there are also rifts that open in game
I believe that's why rifts, the entities the game is named for, are present -- to break up the monotony of questing. Rifts are massive tears in space that open a pathway for creatures from other planes to enter Telara, the world you reside in. If left open long enough, the monsters that spawn from the rifts will begin to overrun your settlements and questing hubs, so closing them becomes a priority. Rifts are broken into stages, with each stage spawning more difficult (or just more) monsters than the last. There are optional bonus stages for rifts that require you to slay the monsters extra fast, and depending on how well you perform, you are rewarded with a pool of items unique to closing rifts. The items are all pretty useful and a lot of the consumables can be lifesavers.
Most rifts will attract multiple players to close it, so grouping up to make things simpler becomes a priority. Trion anticipated this and put in the easiest grouping mechanism I've ever seen. Any time you get near some sort of rift event, if there's another player nearby, the option to join a public group pops up. If there are two separate public groups near each other, the same button can merge them. It's super simple and completely hassle-free.
Occasionally a zone-wide message will pop saying something like "Madness engulfs your mind momentarily." These let you know that an invasion is forthcoming, and gives you a little time to prepare. Invasions often involve dozens of rifts opening up simultaneously, and hundreds of monsters pouring out of the planar tears and causing havoc across the entire zone. Invasions offer very good rewards and require (and encourage) a lot of player involvement. They vary in type, from simply defending outposts from monster groups to closing rifts, killing bosses, delivering stones and defending a key point all at once. They're fun, fast-paced and emphasize player cooperation. They're one of Rift's main highlights, and while rifts and invasions definitely break up the monotony of questing, they don't always do it in a positive way.
There are times, especially during off-peak hours when not so many people are online, that invasions can be completely disruptive to your flow. You might just be trying to collect eggs from nests, when all of a sudden a thousand rifts open up and prevent you from finishing your quest. You can't close them because you're outnumbered and no one else is around, so your only option is to go do something else for a while. This extreme scenario has occurred once or twice, and only for about an hour. Eventually someone is going to close the rift and you can keep going, but if you're the kind of player who simply wants to power level to Rift's cap of 50, then be warned that rifts may be more of a nuisance than a boon.
If closing rifts or completing quests isn't your thing, there's always crafting, which in Rift is disappointingly standard. It's a simple case of gathering ingredients and buying any vendor-sold extra bits you might need before finding a crafting station and making your items. There's no interaction involved in the actual creation process like Final Fantasy XI's mini-games, though for some professions you can tweak item stats a little bit with special items rewarded from closing rifts. Rift's crafting isn't bad, but it doesn't have the same polish of the rest of the game.
Meanwhile, the collectables part of Rift is amazing. Hidden across the world are little glowing balls, called artifacts, which can be picked up and added to a series of collections. Completing a collection gets you a token for a vanity reward (like a pet or a hat) but the real fun is in the collecting. The little glowing orbs are almost always placed off the beaten track, behind a box or in a tree, or between rocks. They've been carefully placed in areas where you wouldn't see them unless you were looking.
Cooler still are the cairns, treasure piles hidden in very specific and very difficult to reach locations across the world. There's one in Scarlet Gorge, for example, that required me to jump from rock to rock and vertically scale a massive butte. Nothing ever hints for you to go to these locations, they're strictly for players who just love to explore to stumble upon. Exploring is one of my favorite things about MMOs (it's also why I love the Elder Scrolls games) and Rift encourages it more than any game I've played to date. There's also a puzzle in each zone hidden somewhere that gives similar rewards to the cairns, but requires a little more brain activity. Some of these are deviously difficult.
Although Rift has all these extra features, it's also missing a couple things that MMO players may have come to expect. Guilds have a neat little advancement system with perks, but there's no shared guild bank. There's fast travel, but it is very sporadic and can be difficult to find, making long runs often inevitable. PvP Warfronts have cross-server queues, but dungeons have no queuing system whatsoever.
Getting into a dungeon can be tough as a result, but the difficulty is often worth it. Dungeons are just as polished as the rest of Rift, with bosses growing in complexity as you get higher in level. The dungeons appear deceptively complicated in layout, but there's usually a fast-path. Each dungeon takes about 45 minutes to complete and the first time you finish each dungeon you'll be rewarded with a special item and a load of experience.
Each dungeon also has an expert mode, which frequently unlocks extra areas and new bosses and is designed for max-level players. These make up a portion of the endgame content, with raids, a max-level PvPvE map and special rifts contributing further to the list of things to do at 50. There's more on the way, too.
Most of this review i copied and pasted from other reviews ive found on the net
because i dont have exp and knowledge of the game yet
but the main goal was to give u a general idea of what the game is.
i will be trying it out for a couple months and see how it is and ofc will try to setup a nice guild there for DT
i must say im pretty excited about the game and from what ive seen and played already its going to be a real challenge
here some vids for u all to see ENJOY!
Cinematic Trailer:
trailer: