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RF Online Beta Impressions Preview
Derek dela Fuente
16/02/2006

TVG's online n00b packs himself off for a week with RF Online...
It was with more than a little trepidation that I volunteered to check out the Beta version of Codemasters MMORPG, RF Online. My anxiety wasn't anything to do with the actual game but the simple fact that is has been longer than I care to remember since I last played a full blown online game and we are talking a good few years back.
It is now daily we are told that online gaming is now one of the fastest growing video gaming sectors and when you hear anyone talking about online games it is usually referring to WarCraft. Although there is a vast list of games being introduced almost weekly, and the list grows larger at an almost frightening rate, it is becoming increasing harder to pick one game to play from such a large selection.
RF looks inviting from the offset with its stylised graphics and already has a good reputation, for it has previously been released in Korea where there is a vibrant community of RF fanatics. Just checking out the forums is a good gauge to the popularity of a title and RF has a wealth of Korean sites which surprisingly have plenty of English comments within them to get enough feedback and learn that this is an experience worth pursuing. The only problem that came to mind was the fact that the mentality of the Korean gamer is very different from that of European gamers and wondered if there were aspects of the game that either could wash over my head or would find certain elements too problematical!
There are many gamers who live, breath and delight at the prospect of playing the latest multiplayer online title but there is probably a large base of fans who have yet to really hook up and connect with an MMO experience, yours truly being one of them. Online speak, online geekish actions, and even in-game chat can be so off putting to those new to the experience and feeling total inadequate, not understanding what is perceived as the most simplest of tasks can, to the
occasional gamer, be enough to decide not to bother but with online gaming probably becoming standard practice in a few years time is enough motivation for me to start now.
The simple process of installing the software and logging on could not have been easier and knowing it was a Beta version I was well prepared for a few hiccups along the way. Sorting out my firewall and messing with a few passwords was soon history and once the opening music of RF started to buzz through my headphones, and the accompanying storyline with text and imagery started to wash over the screen, it was then a simple case of picking one of the three factions, be it the Bellatio, Cora or Accretia.
Picking the Accretia was my desired choice as they are a race of cyborgs, looking like metallic giants, ala transformers who are tough, direct in their actions - lots of close combat - with a leaning towards technology. With the sci fi flavour of the game this was even more fitting.
The other races included the Bellatio who are a lot smaller and a race of inventors, whilst the Cora, an ancient tribe, are highly spiritual and gifted with magic abilities. The choice of Accretia was also chosen for they had no magic abilities.
Each of the factions are further broken down into three or four classes that include Warrior, a class that will excel during melee combat based on their high physical stamina and strength and they could also use all kinds of weapons. The Ranger denotes a good combination of precision and speed, whereas Spiritualist is a class that can utilise and master highly complex force, and Specialist optimises production and provides essential support during battle. Each of the classes has a wide range of unique facets which have to be honed and worked on to progress and picking the warrior class was an uncomplicated choice.
Although most of the information given was basic there is a lot to take in during the early stages and you will later find out that the methods/traits of each of the races differ quite a lot and being able to go back and create a few characters to see which were more akin to the player's style early on will allow you to also seamlessly get through the first few levels. A good trick is to mess around early on with a few races, get used to their style, and mannerisms.
The very early basic steps of character customisation was a tad disappointing with hairstyle, face and ear types, clothes, gloves and shoes to mess with, and nothing really radical changes the look of your character from any other individual in the same class. No need to be overly concerned for the later stages of the game your own character can really be modded when you start to acquire some seriously big weapons, armour, gloves, boots, etc. but that is a lot, lot, later!
Next up is more backdrop story and then you are quickly introduced to a short but very tight, and must watch, tutorial which further elaborates on your character's faction/class and a number of the nuances of the interface that you must work with and observe to really get ahead in the game.
There is a number of short cuts, in some cases, two for every important action implemented in the game and the camera mode, which is slickly executed via your mouse keys and wheel, is nothing short of superb. Long distance 3rd person, tight in, panoramic views, you name it, can be manipulated at ease and when the action gets fast and furious, up-close, you will need to be checking what is nearing, advancing on you and what is directly in front and so fast manipulation and getting the right view is important and this is done with consummate panache in a very short time.
As a warrior you will be fighting up close and when under attack by more than one monster panning out and moving around in a small area is essential and the interface in RF has been honed to perfection. Attack and defensive fighting, side stepping and looking around combined together may take a while to coordinate but once there it becomes second nature.
From your very first orders to go and kill 10 or 20 certain creatures, then 20 more, this repeated request for more and more kills, which is the central theme throughout, could easily have you assuming that RF is totally quest based actions with no real underlying subtleties or expanding ideas? There 'is' gratification enough with some adept hack, slash and burn but here is when the real core, essence, of the game starts to seep out as well!
Move through the first few levels and you will soon have a growing affinity with the style and action of the game. The actions are tied together with plenty of forethought so it's not just a case of wafting your weapons around! You will soon understand via trial and error and, in the case of a true novice, endless frustration, that every action comes with an endless parameter list and to move through the game you need to understand a lot more but with the beauty of a well designed game you are never stuck too long at one stage and with a little exploration you will start to progress even at a snail's pace. The radar/map screen is easy to understand and in constant use as you traverse your way around finding the appropriate creature to slay!
To really level up your fighting actions/skills you will need to work on and with the RF interface for it has a number of important windows you must keep on top of and it goes without saying that the character's status is one of the most important. The stamina, defence and health gauge will drop at an alarming rate as you tussle to gain more skill points but by defeating some of the early creatures and picking up the goodies they leave will help replenish any aspect of your character's falling quota by using the appropriate potion from your inventory and switching them to the shortcut bars to be used when they need topping up. Learn to use the short cut bars proficiently and you will soon start to get ahead. Using resources found and buying some at the shops littered around the maps can open up a new mindset for the player and where you were once close to the edge when meleeing, using and crafting your short cut bar will soon start to deliver some real power and force. Also some of the bounty found on your travels, items that can't be used by your class, can be sold easily and you can use the money for more appropriate items. There is even a number of dichotomies to constantly ponder on but good ones; should you sell higher level items that you will eventually need or will you have enough in your inventory to get to a certain level?
All kinds of actions, add on skills, and goodies can be dragged into the shortcut bars slots and used when required and this is one of the many areas of the interface you must use with dexterity and flair. I will make no excuses about repeating things. When being attacked your health will drop but adding some skill short cuts, like precision and fast attack, executing them along with more health will revitalise your character for the next confrontation and if early on you find this complex, it is almost a basic perquisite task for you can add layer upon layer of shortcut actions for you have five bars to work with and whilst in action can flip and activate the presets in all of the bars. The development team may have gone the well grounded, standard route, for presentation and implementation of ideas and actions but it has been carved together seamless with the essence of the ongoing tasks!
In a way RF is a game built on layers and the more adept you get is only really by understanding and utilising all the many features of the game but these you will learn as almost second nature as your affinity for RF grows! At first you will be struggling but simple refinement comes equally with understanding and part dexterity!
You will find out that early on, and would suspect throughout the whole game, that you are always near the cusp of real danger. You never feel totally oppressed but then again you will never really gain the upper hand, which is the perfect pitch for any good challenge!
You can challenge the biggest, baddest, meanie on view and you can tell what level they are but you will soon find not much point to this exercise. A few swipes from the advanced level form and you are dead to be thrown back to the HQ to be topped up ready to face another conflict!
Conversely you could be at level 15 and then go on a non stop rampage and take out everything in sight under level five but there is not much point in this either. Usually a 7 level band is drawn between creatures which allow for the player to keep fighting, gaining more skills by beating up a form only a few levels below and all this will allow for real honing of you and your character?
The environments/world you are placed within may not be the most detailed setting with its passing but well observed organic feeling from green forests to acrid deserts but even in the early stages there is enough variety to please. RF is more about who you face than where you face them. Movement is fast when running and acceptable when walking but it is the real inventiveness of the creatures and forms that fly, dart at you, bounce, and lung both majestically and in the most awkward of ways that give even more variety to a game that you are forever learning about.
The weapons you have, and acquire, are constantly upgraded from axe to sword to spear, bigger, more powerful, and this is only a small facet of the power you have in your hand!
It is when level 25 arrivals that the real player v player aspects of the game kick in but in only reaching level 17 there are lots more hours of fascinating exploration and skill honing delights in store before the game opens up even more for me.
RF offers simple mystery but a really competitive challenge and although the game storyline which really is one of conflict between the 3 races may not be that earth shattering and one you will follow attentively throughout the game, the simple facts are that the world you are placed in conveys its own dialogue through the many actions you will undertake and the many diverse forms you will confront. RF paints its own story as you progress. You could say, it's all about kill one creature, then onto a tougher one, level up, kill another set and so on. In a way you are correct but it is all the side issues, the way you create your own character, build up varying skill factors and buy more items that really give the game its moreish feel. At first you could well feel that this treads well worn ground but after level 10 you start to feel good about success and you will want for more and more...










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