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Sony Online gives us an exclusive up-close look at the real-time strategy game set in the EverQuest universe.

Few publishers have had such remarkable success with an original high-fantasy franchise as Sony Online. More than 425,000 active EverQuest subscribers can attest to that much. Despite distractions like PlanetSide and the now-defunct Sovereign, the EverQuest franchise remains the company's core focus. More importantly, the game really matters--to many players, it's as much a part of life as morning coffee. As such, changing EverQuest's image might seem risky, but that's just what the company is doing with its upcoming single-player-focused real-time strategy game, Lords of EverQuest.

Given that conventional EverQuest projects such as expansion packs and a proper sequel are also in the works, the franchise's first strategy spin-off may be viewed by some as a rebellious stepchild. But the designers don't seem to care, as they explained during a recent visit to Sony Online's offices in San Diego. "We couldn't give a hoot if you've ever had the time to get involved in the [online gaming] scene," explained producer James Parker. "It's the 14 million or so fans of real-time strategy we're making a play for. Chances are good that many who pick up the game won't even know what EverQuest is or won't have ever experienced the phenomenon for themselves."

Calling them a compliment, Parker welcomes comparisons to Warcraft III. Heavy on story and tightly scripted campaigns, Lords of EverQuest bears more resemblance to Blizzard's blockbuster than any games previously seen from Sony Online's internal Verant studio. The comparison is also fitting because it's a piece of this competitor's mass-market and primarily single-player-driven pie that Sony, already a pioneer in the online field, wants a slice of. Though ties with the original property will be strong--the story fits cleanly into EverQuest's timeline, and the game should give EverQuest fans the chance to play as an ancestor of their existing online character--those ties will have to take a backseat to the gameplay.

"For Lords of EverQuest to ever make a splash at retail, it must be able to stand on its own two feet," Parker said. "That means we're working hard at crafting a compelling story, deep gameplay, and of course a reason for those who've never given the brand a second glance to do just that." In Parker's mind, simply producing a product that stays true to its roots isn't enough. As he plainly stated, "The burden is on us to deliver a product that makes people sit up and take notice."

At first glance, it looks like the team is on the right track. Set 10,000 years before the current era in EverQuest, the action picks up right after the War of the Gods. Trouble is brewing in this lost age, which the developer sees as the perfect setting for a new tale, since fans know nothing of the era. Following a failed bid for power by the warrior deity Rallos Zek, the land of Norrath has fallen into chaos and a powerful magical artifact has been lost. Now, three factions--one good, one evil, and one neutral--are struggling for control of a mystical tome that can grant its bearer immortality.

Told via in-game cutscenes and personalized pop-up messages, the narrative is never far from the forefront. You'll take part in a unique story as you progress through the game's 36 missions, which will be divided into three 12-level campaigns, one for each alliance.

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