Publisher: Sony Online Entertainment

Developer: Sony Online Entertainment

Category: Role-Playing

Release Dates

N Amer - 02/20/2006

Intl - 02/20/2006

Electronic - 02/21/2006

Official Game Website



EverQuest II Kingdom of Sky Review

Bookmark and Share Share | Digg! Digg This | Glink It Glink It

While the patches and updates roll merrily along as well as a couple of digital download expansions (such as the Splitpaw Saga and the Bloodline Chronicles), SOE has managed to squeeze in a couple of major updates/expansions for the massively multiplayer online game EverQuest II.

Desert of Flames was the first over the counter title, introducing an Arabian-type landscape, deeper factional standings, in-city combat and dueling (along with a host of other changes), but Kingdom of Sky has added so much more to the whole world of Norrath.

Yes, this was hinted at. When players first moved into the Desert of Flames landscapes, they saw floating islands above the realm. Even before, there were broken spires dotting the landscapes in familiar locations – essentially crumbled rock. The spires are reconstructed and as regularly as a train station schedule will teleport players up to islands in the sky, each a realm consistently of several islands that can be traversed to.

With Kingdom of Sky, those islands are tangible and accessible, offering new content for players in the mid-50s to the new level cap of 70. But KoS didn’t just offer up ten new land masses waiting to be explored, the expansion also heralded the introduction of PvP (player-versus-player) into the world of the new Norrath. But more on that in a moment.

There are three realms, going by the names of Tenebrous Tangle (accessible through spires in Antonica and the Commonlands) and for players in the low 50s to low 60s, The Barren Sky (spire in Nektulos and the Thundering Steppes) and for players in the low 60s to 70, and The Bonemire (spires in the Enchanted Lands and The Feerrott), also for low 60s to 70. Tenebrous is a jungle setting, while the Barren Sky is a sparse set of islands composed of sand and rock and the Bonemire has glowing rocks, monolithic formations and almost neon waterways.

As expected, these lands are also host to new creatures, as well as familiar ones, and take-offs on familiar ones. There are dragons, ravasects (insect-like creatures), aviaks (bipedal large raptors), abominations, carnivorous plants and droags (what happens when dragons cross-breed with humanoids). Each has a backstory and a reason for being in the Overrealms.

In addition to raising the level cap to 70 (and guilds’ cap is now up to 50), KoS introduces a new achievement system in which players can further specialize their avatars. Players earn achievement points (which are on a sliding experience bar) by completing quests, defeating special monsters, looting rare treasures, advancing their levels and exploring. There is one overall first skill and then the achievement categories are broken down into five paths of five progressive skills. The achievement tab activates at level 20.

Other new features include four new arenas champions and two new arenas, new Heritage quests, signature quests, 30 new collections, new armor, new titles and new items that can be placed in houses.

Perhaps the biggest change is in the inclusion of two PvP servers. One is Station Exchange capable; the other is not. In PvP, each zone is supposed to have a level cap. For example, in the newbie-starting areas, the level cap is eight – meaning that a level 25 cannot attack a level 12 (players under level 10 are exempt from being attacked, meaning you can actually create a crafting-only avatar and not have to worry about being PK’d – player-killed – while collecting resources), however, there are ways that players have found to get around it, exploiting the game and taking advantage of bugs. Titles are attached to the PK ratio of players. A player can achieve ranks such as hunter, slayer, destroyer and so on. This creates some pandemonium and pushes players to just PK for numbers. So, a level 42 may team up with a level 22 (and this has happened), and the 22 will attack a level 24, which even in the Thundering Steppes would be exempt from being attacked by the 42 because of the level cap. Generally speaking, the 24 would have a hard time even hitting the 42, never mind winning a fair fight. Once the 22 hits the 24, if the 24 engages the fight, because the 22 is partnered with the 42, that allows the older player to attack the 24. Fair fight? Hardly. Welcome to the world of exploits. Of course, that 22 would not get credit or experience for the kill (status points are achieved for killing players), but it generally doesn’t really matter. Because players are looking for the status, gank squads abound and nothing looks better to a gank squad that a younger player either harvesting or half-dead from an encounter with a monster, or even AFK (Away From Keyboard) in what they thought (and they thought wrong) was a secluded spot. Welcome back, you are dead. Would you like to revive at a spawn point?

Despite the best intentions of the developers, players are exploiting the game, leading to a less-than-satisfying experience. On the good side of this, armor and weapons do not take damage when you are killed by a player (there is 10% degradation when you are killed by mobs), but you can drop items in your inventory and coin.

Also, the AI of some NPCs or lack thereof (if you take the word ‘intelligence’ to heart) really shows up in the PvP realm. The world is supposed to pit Freeport and Qeynos, but some players of opposing factions have no trouble running past the guards supposedly protecting the city and its villages. One tactic seen is to camp an inn, PK a few players trying to bank, in hopes of getting their coin before they can deposit it and then run into an inn room if too many players from the other side show up for retribution – even though the inn caters to players of the opposing faction. It seems innkeepers will allow any sort of rabble to tour their facilities. Where this is really ugly is that PvP within a city walls triggers a PvP flag, meaning that players can be PK’d by any opposing faction member of any level. It is possible to have a level 12 tagged city PvP, and have a level 54 players see that and one-shot them. Of course, that sometimes leads to mocking. While it is true that players of different factions cannot direction communicate, that does not preclude use of emotes or pet names from getting the point across.

Exploit or bug? Or both? Whatever the case, it is a detriment to the game. It discourages players from defending their village, and leads to a setting underscored by apathy.

The graphics of KoS’ island worlds run the gamut from interesting to much more of the same. Environmental redux.

Doubtless KoS has some very good features – the achievement system, the signature quests, the new level caps, zones and monsters and arenas – but some of the crowing touches are a bit flawed and pull down the experience. Of course, those playing on PvE worlds (player-versus environment) are not confronted with the flaws of the PvP system, but it was supposed to be the crowning jewel in the KoS expansion, and it has some flaws and the luster is clouded by bugs and exploits. The islands do offer much more of the same, but looking at the general flavor and the joy of new exploration gives this enough of a boost to be worth playing.

Review Scoring Details for EverQuest II Kingdom of Sky

Gameplay: 8.5
Speed hacks and exploits hamper an adrenalin-charged atmosphere, and while the achievement system looks good, some of the skill trees seem out of line with what classes generally use.

Graphics: 9.0
The new monsters look good, but the land masses, while initially intriguing, start to borrow too much from other areas and there is a general sameness that takes the edge off the excitement factor.

Sound: 8.7
There is not much new here.

Difficulty: Medium/Hard
The full-on PvP and signature quests add much more challenge to the game.

Concept: 8.4
Some good ideas, but repetition and flaws with the game lead to exploits and there does not seem to be much being done, at the moment, to correct it. The devs acknowledge the problems, though, and that is a great beginning.

Multiplayer: 8.3
PvP can bring out the worse in player behavior, and while many are using the guise of role-play, it still shows how much apathy can be part of a community, as well as those who are more interested in furthering their own ends by abusing, circumventing or exploiting the rules.

Overall: 8.5
The PvP system is flawed and that dampens the experience and entertainment factor. Sure, there is an adrenalin rush, and you have to keep on your toes, but it does grow old after a while, and players who find themselves being ganked continuously by squads of PvPers who are exploiting the system may soon head for other pastures. This is still a decent expansion, offering solid ideas to further the game as well as new challenges, and upcoming patches may correct some of the flaws.



EverQuest II Kingdom of Sky Comments (0)



GameZone Review Detail

Gameplay8.5
Graphics9
Sound8.7
DifficultyMed/Hard
Concept8.4
Multiplayer8.3
Overall8.5

8.5

GZ Rating

This is still a decent expansion, offering solid ideas to further the game as well as new challenges, and upcoming patches may correct some of the flaws.

Reviewer: Michael Lafferty

Review Date: 03/23/2006


ESRB Rating

Teen
Suggestive Themes
Use of Alcohol
Violence

Industry Critic Reviews