Publisher: Sony Online Entertainment
Developer: Sony Online Entertainment
Category: Role-Playing
Release Dates
Digital Download - 11/13/2007
N Amer - 11/13/2007
Preview
When EverQuest II sends along a new expansion, chances are very good that not only will the new zones build off the lore that belonged in the original EQ title, but will significantly upgrade the former zones and bring new adventure and challenges to the fore.
EverQuest II: Rise of Kunark will be doing exactly that. The opportunity was given to explore the zone, with the protection of the Sony team, on a guided tour and about the biggest complement that can be rendered is a simple “wow!”
Rise of Kunark introduces a new race, the Sarnak, which is one of the draconian races, aligned with the evil/Freeport side of the game, but while the Sarnak can take on the classes of Shadowknight or Necromancer, they may not be as “evil” as one supposes. There is a lot going on in terms of storyline and plenty of adventures to be had by those who adventure to the islands that comprise the new zones. And not only are the zones geared for the new characters, but will cater to the players from level 65-80 with high-level raid dungeons featuring epic x4 mobs and geared for 24-player groups (but more on that in a moment).
The starting zone for the Sarnak is Timorous Deep, and it is there, amidst the starter quests (was it mentioned that there is a host of new quests in this expansion?) will be the markings of the rivalries and tribulations of the Sarnak race. After working through the beginning quests, and getting to level 20, players will be able to return to the open world for more adventure. At level 65, returning to Kunark will reveal a new level of quests that will run players up to level 80.
In addition to the player levels, clan levels will also be increased. The new lands are massive and without load times – which has been part of the charm of the game.
It needs to be noted that players will not have to play as Sarnak to start in Timorous Deep, but there will be an advantage. The storyline will be much more prevalent and visible for the Sarnak. And, when is comes to racial traits, the Sarnak have a lot to offer. After all, Sarnak are dragon-kin, and one of the inherent traits, which players will gain as they level, is the ability to breathe fire.
The zone tour revealed a landscape that mixes an almost Aztec feel with jungle ruins with open wastes devastated by magical storms. There are new monsters to battle, as well as inherent wars going on. Faction will mean a lot when players venture through the zone.
Players who have been part of the EQII community may remember that it took a bit before you were introduced to an alternative mode of transportation around zones (also known as the griffin rides). In Kunark, players will find quests to unlock the rides at a much earlier level. The bird-like creatures that are guarding the captured griffin are level 9 and in Timorous Deep. They will aggro, so blindly running up to the griffin to receive the quest might not be a good idea. And, it was stated, the griffin rides will be much longer.
Part of the charm for the Rise of Kunark expansion is environmental blending and the idea that if you can see it, you can go there (well, obviously with some exceptions). After Timorous Deep, other points of interest on the tour included the Kylong Plains, the Kunzar Jungle, Sebilis (dominated by the Iksar), the Jarsath Wastes and the final stop on the tour was Veeshan’s Peak, which featured a host of epic mobs and is clearly designed for the big raiding parties. And if you hit Veeshan’s Peak, don’t just look for the mobs to run at you. “Here there be dragons,” stated Sony’s Craig Dalrymple.
Some of the zones have been changed. As Craig said, if you played Sebilis to death in the original EQ, it won’t prepare you for the look of the zone in EQ II.
Environmental blending plays a big part in this game. You will move through different elevations and into new environmental textures with each taking on a different quality, but the change is so smooth that unless hit with dramatic weather effects, you may not notice.
Here is an overview of the new zones visited and what you can expect to find there – as provided by Sony Online:
Timorous Deep (levels 1 – 20): Timorous Deep is a large ocean area that contains several islands. The Sarnak have made their home there in this region. This is EQII’s new ‘starter area’ and home to the Sarnak, a new player race coming with the Expansion. Players will be able to create new characters in Timorous Deep and explore the history and lore of the Sarnak who live there.
Kylong Plains (levels 65 – 70): The Kylong Plains is the southern territory of the Sathirian Empire and is the first encountered by explorers from the other continents. This is a land divided into four territories, the temperate valley of the Dreadlands, the frozen heights of the Ryjesium Peaks, the crater forest of Stonewood, and the lightly forested beach of Kunzar Bay.
Karnor’s Castle (levels 72 - 76): Karnor's Castle, once the home of Venril Sathir and his unholy minions has now become the Drolvarg forward fortress. Led by Captain Fraznesh, the Drolvarg have gained considerable strength and repel any and all who attempt to get a foothold in this castle. As players penetrate the castle further and further, it becomes more and more apparent that a more sinister force is at work here.
This is the first RoK dungeon that we will explore and gives the players who are familiar with the original EverQuest a great taste of an old and familiar location.
Kunzar Jungle (levels 73 – 78): The Kunzar Jungle is the strongest held area of Kunark and is completely in the control of the Iskar. Any conflict that occurs is the minor skirmishes of rebel Sarnak or goblin forces that are quickly destroyed. The eastern area of the jungle is left largely untamed to allow for the training of soldiers and monks against the various hostile creatures that live there.
Sebilis (levels 75 – 80+): Sebilis was originally the capital city of the Iskar. The zone was taken over by Trakanon and the frogloks. During the years of conflict between when players left and now, Venril and the new Iskar empire have taken over the city and rebuilt it for their needs. One of the keys to Venril's power is the greatness that the Iskar Empire once was; as such the new Sebilis uses many of the same visual elements as the former city.
Jarsath Wastes (levels 77 – 80+): Jarsath Wastes is an unforgiving wasteland ravaged by magical storms and battles of every century. This land is comprised of chasms and jagged mounts. Massive peaks border the south and west, the titanic Skyfire Mountain range comprising a quarter of the west end. A massive wound, the great chasm called the Goblin Straits, creates an impassible gap between Jarsath Wastes and the giant empire. This great chasm cuts deep into the land, creating a fjord where the seas from the north rush into the Omen's Churn of central Kunark. The northern shore is the site of a great fortification built all along the highland cliffs to defend against an amphibious invasion. Dominating this province is the skorpion chasm that holds the mystical entrance to the tomb city of Charasis, resting place of Venril's ancient love, his wife Drusella. It is quite common to see the remnants of great battles raged over the centuries between the dragons and the Iskar nation.
Veeshan’s Peak (levels 80+): It is within Veeshan's Peak that the Ring of Scale hold their court. The most dedicated followers of Veeshan, the Ring of Scale were deposited by the Wurm goddess at the birth of the world. Either by choice, or through force, Trakanon has returned to Veeshan's Peak to claim leadership of the Ring of Scale. From within the heart of the Volcano the Ring of Scale defends against the onslaught of Venril Sathir's rising Iskar Legion.
Rise of Kunark is slated to be released in mid-November.
GameZone Previews
EverQuest II: Rise of the Kunark brings new excitement and new lore to the EverQuest table
Reviewer: Michael Lafferty
Review Date: 10/10/2007
8.5




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