Warhammer Online: Age of Reckoning has gone through a number of changes through the years, beginning as an MMO from Climax Online back in 2004, which collapsed soon afterward, leaving Games Workshop to approach Mythic, makers of Dark Age of Camelot, in 2005.


It then spent the next three years gathering about as much hype as any MMO not called World of Warcraft. At the same time, it drew numerous comparisons with the 800-pound gorilla of the MMO world.

Chuck:


Compared to other modern MMORPG’s, Warhammer holds par. While a step above World of Warcraft, Warhammer is at best comparable with say, Age of Conan. The enviroments are highly detailed and beautiful, but character models are bland at best, while graphic bugs often rear their ugly head. Nothing too abnormal in a new MMORPG, but annoying just the same. The good thing is that if your PC can handle it, the game is pretty much stable and fluid and looks very good.

Jason:


Most MMOs aren’t really purchased for the musical score.

Chuck:


Controls are pretty normal fare for this type of game. No major innovations, but if the formula isn’t broke, why fix it? I’d suggest printing out a copy of the keyboard functions until you get used to it but if you have played any online roleplaying game, it is pretty much standard fare.


Jason:


Chuck pretty much nailed it.

Chuck:


Starting out in Warhammer is pretty much like every other MMORPG ever released. You create your character, choosing its side (Order or Destruction), race, and class –

Chuck:


With 3 different starting areas per side, there is plenty of content for grinders out there. All three areas are accessible for all races so you can go where you like best. Add that along to the fleshed out PvP and 40 levels, and you have untold hours of replayability.


Jason:


A lot of this really depends on Mythic’s committment to patching this game and adding content, both free and in the form of paid expansions.

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