Anarchy Online
- Publisher: FunCom - www.funcom.com
- Developer: FunCom - www.funcom.com
- Good Thing 1: Well designed interface.
- Good Thing 2: Good looking graphics.
- Good Thing 3: Excellent communications ability.
- Bad Thing 1: The game still needs some polish.
- Bad Thing 2: Disconnects! Lord, save us from disconnects!
- Bad Thing 3: Same story - kill, level, repeat.
- Summary: Anarchy Online isn't much different from the other MMRPG's out there, needing a little polish before it's ready.
War is the only constant
Humankind is pretty predictable if you look at it over the long scale. There will always be death and taxes, love and life, progress and regression - and war. Somebody is always trying to kill somebody else for some reason. I'm guessing that Osama bin Ladin is pissed off because there's no McDonald's out there in Afghanistan. Or the stick up his ass.
So we journey to Rubi-Ka, a far off planet that works like your normal colony. For those who recall your United States history (and if you don't, just remember that the United States is that country south of Chile), the US was originally a "colony". That basically meant "the colony gives the mother nation all the good stuff in return for the honor of claiming to be a part of the mother country".
Rubi-Ka went through the same process. Colonized by miners under the eye of Omni-Tek, it seemed like a perfect situation. The miners would be worked like slaves, and Omni-Tek would get rich. Hey, it works for Kathy Lee Gifford's clothing line.
Well, you know the pattern of other colonies. The colonists finally get pissed off enough to rebel, Omni-Tek tries to put down the industrial plated boot, and next thing you know, everybody's shooting everybody else.
Time for you to choose sides, folks. War is here, and it's not going away in any hurry.
Choose your face
Most people are just born with the looks they have. Lucky for me I look like this. (All right, stop the laughter. Thank you very much.)
When you first start Anarchy Online, you're given the option of shaping up your life. Will you be a big guy so you can focus on being a soldier? Or perhaps you like the idea of using the planet's ample supply of Nanites, invisible robots that permeate the air, to do your bidding.
Once you've chosen your looks and profession, then its your chance to decide who's team your on. Will you ally yourself with the Clans, who fight for their freedom, or with the ever present Omni-Tek? Either way, once you start out, you start the good old RPG game.
Over-breeding
For the most part, Anarchy Online isn't too different from other MMRPG's. Instead of spells, you have programs. Your weapons are guns and force fields rather than swords and arrows.
If you're a Nano expert, you can even make little pets for yourself in the various form of Anger representations. It was interesting to command the ugly floating glob around to attack my enemies, or just hang over my shoulder, or to cry like a baby every time I got killed. That happened a lot.
And there's the monsters. At first you'll just find the critters in the training area, and they'll kick your butt. And they leave some credits behind when they die, and sometimes something useful. (It appears that even in the future, monsters like to carry gems and things useful to you, just like they did back when there was magic.)
And thus starts the great circle of MMRPG's. You kill monsters to gain experience. The experience then becomes Improvement Points that you can use to increase your basic stats, or to become more specialized in some field that interests you.
With your better skills you go out to kill more monsters (or accept a mission that may require you to kill monsters or find people so you can get more money). When you kill the monsters/complete missions, you get more experience, which lets you gain levels, which lets you get more Improvement Points, which...
If you haven't figured out the pattern by now, well, play the game a bit and you'll get it. It's not that the pattern isn't fun. Blizzard's been peddling with not one, but
two Diablo games since, um, Diablo I. Nearly every RPG is based on the idea.
Of course, like a good MMRPG, Anarchy tries to use the MUD approach. For the unwashed masses, MUD's were around in the days before Netscape Navigator was crushed by Microsoft's Monopoly.
Warning: The Microsoft Browser you are using has detected a disparaging remark about Microsoft. We now order you to rid your mind of all such impure thoughts. Linux is communism. Repeat that over and over until you believe it.
...And I was like, "Dude, if you want me naked, why don't you get over here and-"
Oh, sorry. I didn't know you were back. Anyway, MUD's were text based games that you played over the Internet with hundreds of people. You'd communicate by typing in "say I like cheese", and then you'd see "Johnhummel says: I like cheese". Or you could type "me makes shadow puppets on the wall", and you (and the other people around you would see) "Johnhummel makes shadow puppets on the wall".
But now...with Anarchy Online you can do the same thing...with
graphics. You can talk to other people in chat groups, or just people close by, or use a plethora of commands to make your character do things like dance, "puke", or whatever else you can imagine. All right, so it's not like being in the Matrix. But it adds a little something to the interaction with your fellow players.
Good Stuff, Bad Stuff
The best part of Anarchy Online is how well they've designed the interface. Everything opens in a window that you can move around the screen, showing you your stats, what missions are available, who's on your team - well, anything you can think of to know about, you can find it out through a window.
And the rest of the game looks good as well. I couldn't help but be impressed as I watched the sunrise and sunset, slowly lighting up the darkness around me, or plunging my world back into the darkness.
Or take the camera. While most of the game plays in a 3rd person perspective, you can adjust the camera as you like with the keypad, zooming in or out for the best conditions for whatever you're working on. Like everything else, simple to use and works well.
Sooner or later though, you're going to die. It happens all the time in RPG's. But get this -
nobody dies in the future. Makes it really hard to declare who wins a war, but hey, whatever works. If you get killed, you'll reappear at a Resurrection Terminal. Your skills will take a temporary hit, but if you just sit down and wait long enough, you'll restore your health and nano bar (aka "mana" in any other RPG), and the Terminal is even kind enough, after 60 seconds, to let you reclaim all of your stuff, negating the need to go find your rotting corpse out there.
It's not a perfect system. Besides the aforementioned standard "kill-level-kill" system, the biggest issue hampering Anarchy Online is that it feels like it's just not quite done yet. Whenever I tried to move from one section to another, there was an impossibly long pause as the server realized that
I really wanted to leave this section. Some of the creatures also seemed awfully familiar as well, just different colors and a little harder than monsters I'd met before.
Or the annoying way that I'd be playing along, and for no apparent reason, I was disconnected. So I'd try and re-connect. Sometimes it would let me in, other times, I'd have to wait for several minutes, hoping the little Roller Rats wouldn't gnaw off my ankles while I was waiting. I always hate it when that happens.
So there we go. Anarchy Online is out, needs a little bit of polish, but with a little more work, it should turn into a find MMRPG. (Hey, look how long it took Everquest and the rest to get it right.) We'll keep an eye on it and see how it pans out.
Oh, yeah. And that really good looking guy? That's me. (No, really. Honest!)
As always, I'm John "Dark Paladin" Hummel. And that's my opinion.