Having actually played the game for more than 2 hours, I can address most of the inaccuracies in the Eurogamer review and give you an idea of what it is actually like. Considering the number of mistakes and falsehoods in the review, it is tantamount to slander. I wouldn't have bothered with such a long post if this review wasn't so absurd that it's almost unbelievable - I consider it to be equivalent to IGN posting a /b/ thread from 4chan as a professional review (it's okay if you didn't understand that comment). There are aspect of Darkfall that need work, but the Eurogamer review has no connection at all to the actual game.
-- Response to Eurogamer Review --
Eurogamer said:
Unbelievably, to do anything that involves any interaction at all, you have to stop still - this includes any and all inventory management, looting, chatting - anything interactive.
1. You can move while doing chatting and inventory management. Corpses and NPCs are stationary, so you have to stop anyway for interacting.
Eurogamer said:
you open your bag, and physically drag the items from one pouch to the other. There are no inventory 'blocks,' and thus your inventory quickly becomes a horrid mess of vague icons left on top of each other.
2. Items are managed UO-style. Inventory management is quite easy if you actually place items instead of randomly throwing them in, and this style allows you to keep a backpack organized even with hundreds of items in it, an impossible feat with block-style inventory.
Eurogamer said:
This gets particularly thrilling when you ? try to loot something from a corpse in a particularly dangerous area
Comment: Does it not seem obvious that it should be dangerous to loot a corpse while in combat or in a *dangerous* area?
Eurogamer said:
You have a crosshair, and your hits are dependent on whether or not this crosses the enemy at any given time - like an FPS, except with little to no reference point
3. All melee weapons have a swing arc that is quite obvious, especially since melee is done in third-person (no crosshair). Only archery and magic use the crosshair, and both hit based on projectile path (arrows arc, magic moves slower).
Eurogamer said:
considering how slow and floaty the controls tend to be
4. This is only true if you have mouse smoothing enabled and set to a high level ? the vast majority of players simply turn off mouse smoothing, which gives very quick and responsive controls.
Eurogamer said:
The difference in feedback between a sword hitting or missing is negligible
5. Not only do hits make impact noises, blood splashes, and enemy grunts, but you can also enable "hit sounds", which gives a very distinct sound on every successful hit with any weapon.
Eurogamer said:
Judging the distance that one needs to be at to fight a foe is largely guesswork
6. Not only is the range visually apparent, but it is uniform across every weapon within a weapon type, so you only need to learn the range once for a weapon type. (i.e. every Great Sword has the same range).
Eurogamer said:
your combat skills affect how often you actually connect
7. Hitting opponents is 100% player based. Combat skills only affect how much damage you deal (or take) on successful hits.
Eurogamer said:
choice of changing weapon (a ten-second operation - five if you're particularly nimble
8. Most players just put their weapons of choice on their hotbars, so you can change weapons, use potions, eat food, etc. by pressing 1-9. The actual switch time is about 300 milliseconds.
Eurogamer said:
And so hit those bloody [goblins] I did, not enjoying one second of it.
9. It may not have been clear to the reviewer, but the player was clearly commenting on him, as a player, having very poor aim. Successful hits is entirely based on the player, and I have often sent newbies that I am training to do PVE as practice for aiming and combat before attempting PVP.
Eurogamer said:
old-school EverQuest - which was actually graphically superior
10. I consider the graphics on Darkfall to be quite impressive, especially the landscapes and character detail. However, it is optimized for higher resolutions ? I play at 1680x1050. The reviewer was clearly playing on what I would term ?a shitty resolution for anything?.
Eurogamer said:
random placement of flora with little in the way of lore to tie it together
11. Resources have clear patterns based on terrain types and regions, though I'm not sure why he expects a backstory for trees. Darkfall has quite a bit of lore, and many players stick to the lore surprisingly closely. (i.e. there's quite a lot of anti-Dwarf and anti-Human sentiment on the Race Alliance for Mahirim and Orks, even though quite a few clans are All-Races, and we often crack jokes about the enemy races).
Eurogamer said:
It may also be tied to the fact that there's very little to see
12. There's an enormous amount of stuff to see. It probably would have helped the reviewer to actually open his map or check the Sinister wiki map (which virtually every player uses). It also sounds like the reviewer was walking the whole time (and didn't use either sprint or a mount, which everyone uses for long distance travel).
Eurogamer said:
On one such jaunt, I walked for around six minutes
13. The game map is quite large. Six minutes walking is a negligible distance. Even mounted, the central continent takes over an hour to cross.
Eurogamer said:
Players can build "camps" and "towns", and fight each other in "epic" wars.
14. Guilds can own and build up Hamlets or Cities (which takes a huge amount of work, but has huge benefits). There are no ?camps? or ?towns? as he suggests. Also, there most definitely is an epic war going on right now, a World War of sorts involving several thousand players as the COTC, DUSK, SB, and Death Alliances are fighting against the Hyperion alliance. Over a hundred separate guilds are involved in this war, and dozens more are indirectly involved. I have personally been to Sieges involving hundreds of players, and when you're riding in to assault the enemy with 80 mounted warriors, it definitely feels pretty epic.
Eurogamer said:
You see, anyone can kill anyone.
15. Races that are at war with one another can kill each other freely (as the Mahirim apparently killed him, a Dwarf). Players within the same Race Alliance can only afford to kill 1 friendly without going Red, which makes them hostile to all Race-aligned NPC cities and KOS for everyone of their Race Alliance. Most clan alliances don't allow killing of allied members, either, but any player should still be considered a potential hostile. Most of the random PKs are simply looking for easy loot against newbies, and clans tend to ignore them. Clans do often raid each other, though, which much more serious fighting.
Eurogamer said:
The quests are repetitive kill-X-of-Y monstrosities
16. The starter quests (the only quests) are very clearly meant to teach newbies how to play. It is very unusual for anyone to do the starter quests more than once. Most people just ignore them. Quests are not at all the focus of Darkfall.
Eurogamer said:
The world is bland in the extreme, with no definition in areas
17. This is simply untrue. There is a vast amount of variation between the different regions and I've seen so many unique and interesting things while scouting that I know he didn't do any real travelling at all.
Eurogamer said:
It doesn't even have ? a simple experience system, or some form of tutorial.
18. There is a tutorial and starter quests. Having a UO-style skill system is one of the key selling points of Darkfall (which makes this comment from him seriously confusing).
Eurogamer said:
There hasn't even been an attempt to construct a faux-story
19. The reviewer obviously didn't read *any* of the quest information. There's actually a surprisingly large amount of lore written into the game, especially considering that lore isn't on the priority list for the vast majority of players.
Eurogamer said:
this is just an excuse for Aventurine's inability to create a balanced, playable game
20. The game is fairly well balanced at this point, and entirely playable. Some crafting skills could use buffs, though. However, the reviewer is obviously in no position to make any such claims, as he didn't even get into any real PVP, PVE, or even crafting.
Eurogamer said:
Its skill system is like a twisted version of EVE Online's
21. There's no real relation. Darkfall's skill system is almost directly inherited from Ultima Online.
Eurogamer said:
few have abused the sandbox mentality so readily as Aventurine
22. There is a ton of content in Darkfall. However, I suspect the reviewer never took the time to actually do anything. For example, it probably didn't occur to him that he had to actually *purchase* most crafting and others skills before he could use them ? and so he assumed the short list of skills he had was everything, which it most definitely is not.