In the virtual world of directed content, instanced dungeons, and solo-friendly design philosophies, Vanguard: Saga of Heroes serves as a tidal wave of counter-programming. The game is an undeniable throwback to the MMOs of yore: it´s harsh, deep, and it requires much in the way of time investment. When it emerges later this year, players craving that type of MMO will be very well provided for; the game is huge, reflecting its many years in development, and while we only saw a sliver of the game, we still came away with a great deal of new information.
Vanguard being an MMO, much of what was covered revolved around combat. The dominant feature of the game´s combat scheme is the "Reaction System." This is Sigil´s attempt to make combat more immersive and strategic -- and, as a side effect, more drawn out -- than what you´d find in today´s MMOs. It´s clear that a whole lot of thought has been put in designing this system; there are permutations for both casters and melee fighters, and the types of interplay that can occur as a result of it seems nearly limitless.
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