Warhammer Online: Age of Reckoning
I want YOU to kill lots of posh elves and use drugs. Because thats what makes Warhammer totally awesome.
Witness the genesis of the Six Mouths, PA's first, only, and most sort-of officialish Warhammer Online guild! Click on the vile icon below to enter a world of madness, evil comraderie, and get your complimentary tears of burning pitch.
Also, join the PA Warhammer community at irc.slashnet.org
on channel #TheSixMouths
. Or else.
Warhammer is an intellectual property held, developed, and exploited by Games Workshop Group, PLC
of Nottingham, England. Originally conceived as a set of rules for roleplaying gamers to use their vast miniatures collections all at once, Warhammer was born in 1983. In those early days the game and setting were highly derivativeâ€¦ which both still are, but have created a uniquely woven set of references and imagery that have inspired an entire generation of traditional and electronic games.
Warhammer's imagery and style are influenced heavily by, gritty, classic fantasy authors, such as Michael Moorcock
, Robert E. Howard
, and H.P. Lovecraft
, as well as real-world history and a bit of Tolkien. Designers also list influences such as Terry Gilliam
, Black Adder, and Monty Python. The Warhammer world is a playground-like amalgam of everything from Napoleonic gun lines, to sanity-blasting tentacle horrors, to halflings and their giant cocks (depictions of a large rooster that serve as a provincial symbol for the little folk).
Other than halflings loving giant cocks, what is Warhammer about? For those interested, there's a wealth of background, books, and lovely nerd-fodder. All of it, though, is easy to sum up in a single sentence; everyone fights everyone, all the time. Read this
for a bit more detail.
Features and Gameplay
But what's Warhammer Online: Age of Reckoning really
All war, all the time.
WAR will be what developoer EAMythic describes as a Realm-versus-Realm (RvR) MMO; basically, structured, goal-driven PvP combat. The entire game will be dedicated toward gaining victory points for your side, ultimately reaching and sieging capital cities. For an updated overview of the RvR system, check the January production podcast
The endgame of WAR will involve defending or attacking the enemy capital; depending on who controls a capital, different vendors and instances are available, and the city displays evolving architecture ranging from burnt-out ruins to polished new construction. Though EAMythic has downplayed the absolute importance of loot, it will be available and worthwhile, with capital instances and PvP scenarios granting the best rewards.
The rest of the game is a mix of open world and intstanced PvP and PvE scenarios. The game includes a subset of content called "public quests", which allow all characters who participate in a given area to contribute and gain a reward, without
grouping up. PvP content will include keeps; guild-oriented objectives that can be taken, held, populated with NPCs and draped in guild colors.
Actual gameplay is an evolution of modern MMO combat, with an emphasis on rounded characters, short term buffs, and combos.
The game also includes the Tome of Knowledge, an in-game combination of Thottbot, Xbox Live Achievements, and Lore guide. The Tome will feature hundreds of unlocks, mostly bragging and cosmetic in nature, that reward player-driven goals such as killing ten thousand stunties or finding hidden quests and corners in the game world.