EverQuest II: Kingdom of Sky Review

Kingdom of Sky is best-suited to existing EverQuest II fans, but those fans will find new adventure, advancement, and PVP combat in this expansion.

The Good

  • Achievements let you make some nice customizations to your characters  
  • PVP servers provide lots of exciting combat  
  • Good variety of new quests, as well as armor and other shinies to acquire.

The Bad

  • Geared largely for higher-level players  
  • Some new zones are rather repetitious.

EverQuest II continues to expand the world of Norrath for its faithful patrons, and Kingdom of Sky certainly opens up a whole lot of content for high-level players. An increased level cap and new zones, dungeons, and quests gives current end-game players new stuff to explore, while the achievement system and the all-new player-versus-player server lets others get in on the ground floor. There are a few kinks to be ironed out here and there, and there's not much available to brand-new players, but this is an otherwise substantive addition to the rich EverQuest II world.

The "Kingdom of Sky" moniker is evocative of the new high-level (and highly lofted) world zones added to the game, consisting of island clusters floating over the existing land. The islands are fragmented into three major areas: the Tenebrous Tangle, the Bonemire, and the Barren Sky. Each zone is comprised of multiple floating islands to explore, and you can briskly hop from isle to isle via some helpful magical clouds. Getting to the Overrealm can pose a bit of a challenge in and of itself; you can only teleport skyward from a handful of spires scattered around Norrath, and you'll have to travel to these spires on foot at least part of the way. The existing flight systems won't get you directly to a spire. Once you reach a spire, there's a wait of up to five minutes for the portal to activate--which stinks if you arrive just after a port went off--and then you can kick off your adventures.

The monsters that live at these altitudes take advantage of the new level range all the way to 70, so only the most advanced characters and groups can ply their skills here. For all the challenging creatures and quests awaiting you on the floating isles, though, it's still possible to take on monsters and other content solo, if you're careful about where and when you pick your fights. While adventuring in Norrath will likely always put an emphasis on group play (and raiding, to a certain extent), it's nice to see that you can still hoof around on your own without too much trouble. In addition to higher levels and better gear, the new achievement system helps make this a little easier, as well.

Achievements hearken back to the original EverQuest's alternate advancement (AA) system and are essentially new abilities each class can learn to further focus and augment their power. Characters start earning achievement points at level 20, gathering achievement experience for everything from exploring new areas to discovering rare treasures to completing certain quests. Earned achievement experience translates into points that you can then spend in a branched talent system for new powers. You're capped at 50 achievement points total, so you have to carefully pick and choose where you assign your hard-earned skills. If you make a mistake, you can reset your achievements, but it'll quickly cost you lots of coin, so eventually you'll need to make your choices count. By and large, achievements represent useful character empowerments, though depending on your character class, some of the achievement powers may need some tweaks in future updates. Characters near the level ceiling have a slight handicap compared to characters lower in level, in that achievement points aren't grandfathered in. You have the option of roaming the world to get credit for "discovering" areas, as well as having your experience convert to achievement experience once you hit the level cap, though it remains to be seen how efficient this system will turn out to be.

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