Qhue
Tranny Chaser
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When playing the game, which admittedly was a very canned scenario specifically built for this show, it was clear that there was intentional interplay between characters that hasn't been seen much recently. There is a point where you encounter a cloud of poisonous gas that needs to be cleansed by the Cleric in the group and other points where the Ranger needs to track or the Mage needs to open a portal in the wall. These were obviously heavily scripted for this canned encounter, but it did communicate their desire to acknowledge the stuff that makes each class unique and brings more of the 'Role' back to the RPG.
People were lined up to try Ashes the entire conference and seemed to be having a genuinely good time with the game. I played twice (once as the cleric and once as the ranger... never could get the spellcaster) and while waiting in line heard many people commenting about how refreshing the demo felt compared to the generic sameness of WoW a few booths over. Control wise I'd say it felt like half-WoW and half-Guild Wars. There are some spammable and 'ultimate' abilities that are bound to keys on the keyboard and I can see how this might eventually result in a console version of the client. The combat felt smooth enough, however, and I appreciated the simple tab-targeting of this game after the recent 'telegraph' schemes of WildStar, Guild Wars and the various Korean MMOs.
Time will tell, however, if they can deliver on their ambitious designs but I remain cautiously optimistic.
People were lined up to try Ashes the entire conference and seemed to be having a genuinely good time with the game. I played twice (once as the cleric and once as the ranger... never could get the spellcaster) and while waiting in line heard many people commenting about how refreshing the demo felt compared to the generic sameness of WoW a few booths over. Control wise I'd say it felt like half-WoW and half-Guild Wars. There are some spammable and 'ultimate' abilities that are bound to keys on the keyboard and I can see how this might eventually result in a console version of the client. The combat felt smooth enough, however, and I appreciated the simple tab-targeting of this game after the recent 'telegraph' schemes of WildStar, Guild Wars and the various Korean MMOs.
Time will tell, however, if they can deliver on their ambitious designs but I remain cautiously optimistic.
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