
By Paul Philleo
A few bold adventurers were given a tightly-guarded opportunity to explore
parts of the unforgiving but lush world of Hyboria last week in Redwood City at
the Eidos Interactive office. Eidos is the
publisher of the upcoming massively multiplayer online fantasy role-playing
game, Age of Conan: Hyborian Adventure
from developers Funcom.
In an appropriately animal-skin clad room strewn with sword replicas, those
of us in the media settled in for a play session in Age of Conan that would last
a few hours.
Breaking in Age of Conan
When I logged in to the game servers, I immediately began virtual life aboard
a slaver ship in rough seas, panning and zooming through the hold, to zoom into
a blank canvas of a character. The choice to play as a member of the
warrior-like Cimmerian, cultured Aquilonian or mystical Stygian race, and
selecting your class from the start, was offered. Character customization was
remarkable - even absorbing -- at least on par with games like City of Heroes or
Oblivion. The eyebrows, cheek, chin, ear, eyes, face, mouth, lips, nose, hair
color and style are the facial elements that be molded in shape, through the use
of a slider bar to vary the degree of the cosmetic surgery. One thing I was
curious about was why there weren't any facial types with rugged, manly
three-day facial hair growth, a la Don Johnson from his Miami Vice days. For the
body, arms, chest, posterior, thighs, legs, skin color, height and build can be
adjusted to suit any particular preference. In the presence of such a wealth of
customization choices, the inability to create a female character was made more
glaringly apparent, unfortunately.
Past the engaging distraction of creating the character, Age of Conan begins
with being washed ashore on a jungle-rimmed beach near Tortage, after being
informed that I was near death, without an identity or memory. Unluckily for all
new players like myself, the slave master happened to be alive and heading to
Tortage, and could ruin any chance for freedom. That was the over-arching quest
I was faced with, as the single-player instance that dominates players' in-game
lives to level five. Beyond level five, once in Tortage, players are introduced
to multiplayer elements of the game, to break them in gently to a community
experience. Players step in and out of their instanced cocoon, between
single-player and multiplayer, depending on where they are and which NPC they
speak with.
Besides the task of fighting for my freedom, there was the lesser task of
breaking in the basic controls and functions of the game with a traditional
pop-up tutorial to start me out, explaining fundamental interface commands, such
as how to access inventory, and movement controls. Movement in the game is
governed by the classic WASD control scheme, with left and right strafing and
sprinting for those so inclined to run.
But back to where I started: Once I got my land legs under me, at the edge of
the beach where I washed ashore like so much driftwood, a winsome lass, Casilda,
was chained and waiting for a rescue, and willing to chat about it too in cut
scenes. These cut scenes, several of which I encountered in my first half hour
playing the game in the single-player instantced experience, are highly
reminiscent of Bioware's Knights of the Old Republic. Jørgen Tharaldsen,
Product Director for Funcom, had intended the similarity as an admirer of KotOR.
That comparison equates to comparable dramatic in-game camera angles, the
expressive voice-overs, lip-syncs, and multiple choice paths for the
conversations. Not all the lip syncs were working for the purpose of this demo,
but I saw enough examples of it working to convince me it was a worthwhile
realistic touch. Ivar Frølich, Sales Director for Funcom added that they're
"planning for a simultaneous launch of English, French, German and Spanish
versions of the game - including multilingual voiceovers."
By this point, I had an opportunity to soak up the lush visuals already
massaging my eyeballs. The Nvidia 8800 GTS chipset-fueled version of the game
was everything I'd realistically hope to see from a game with a customized
proprietary graphic engine. The jungle environments were colorful, illuminated
in mottled shades of light, well-textured and even managed to feel steamy and
claustrophobic. This will not be a game built to run on plain vanilla PCs. By
the way, the version we ran was not a special build over and above what beta
testers had in hand last week. Plus, it was a Direct X 9 version, not the more
visually compelling and hardware-thumping Direct X 10 version.
The music and sound effects completed the immersiveness within this corner of
Hyboria. The subtle crackle of flames, the lulling crash of waves and the myriad
primitive sounds of the jungle help pull you in, while the drum-driven music
will seem familiar to those who've heard the themes from the 80's Conan movies.
It was in the process of facing down Casilda's enemies, the Red Hand, that I
got the first taste of real-time combat, one of the features Age of Conan is
already well-known for. It took me a while to get the hang of this unique
control scheme. Just as KotOR is the inspiration for the cut scenes and key
dialog sequences, 300, according to Tharaldsen, is the inspiration for the
combat system. "When we designed the mechanics of combat in AoC, we asked
ourselves how we can get emotions elevated during a fight in the game."
Through the generosity of the options menu, I also tried auto-targeting
enemies, to streamline attacking. More experienced players may find this option
prevents them from focusing on more dangerous attackers in a mob. By definition,
the shielding system is as dynamic as the attack system, meaning if an
opponent's shield is raised to the left, it's best to strike to the right,
although they will try to best you in this iteration of rock-paper-scissors. In
other words, Age of Conan is innovating combat for MMO games in a way that
street combat arcade-style games have been doing for about twenty years.
The combat requires a level of dexterity and reflexes that many MMO gamers
may not be used to, but it's refreshing to see a change in the MMO combat
formula. Typically, I found myself using my right hand mouse to manage my
character rotation and camera angles, and my left hand to manage the "1, 2
or 3" keys for left slashes, direct down the middle stabs and right slashes
combat, WASD movement and feat management on the rest of the number keys.
Occasionally, I found myself mishandling the attacks, but that was due more to
my learning curve when dealing with the combat system, than any flaws in the
system itself that I could perceive. Enemies demonstrated a form of rudimentary
AI, shielding themselves against repeated attacks on a given side. My
hack-and-slash button mashing I tried at first did not get me far, before I had
to re-position my character and think "variety" when attacking, even
at this early stage of the game.
Speaking of hiccups, there was an occasion where I managed to get my
character inextricably trapped in the fork of a tree branch early in the game,
forcing a re-launch of the game. Considering Age of Conan is still over three
months from launch, it was a relatively clean demo.
I did manage to legitimately die a time or two facing down a mob of
disagreeable Picts in the jungle, as well, so I was able to see just what my
penalty would be. My character was statistically de-buffed for a while and I
restarted from a resurrection point in the jungle, but no other permanent cost
or loss to my character was infringed. Resurrection points appeared to be
positioned about 10-15 minutes apart early in the game, but of course someone
else's mileage may vary.
Alas, I never made it far enough to find out what enticements Casilda planned
to offer me for her rescue - but then again, I never did bring her to her
destination in Tortage before this portion of the demo ended.
We will continue our adventure through Age of Conan, and wrap up with a
summary of my impressions, in part two of our story.


By Crom, what an interesting array of items in the demo room. Animal skins, swords -- and gaming rig PCs.
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