The return of the MMO

Since we escaped our WoW addiction back in 2008 we’ve tried to get that same itch scratched by other games. Borderlands has come close, but actual MMOs have left us rather cold. Most are so instanced that you lose all feeling for the world they create even when they look as beautiful as the likes of Guild Wars 2.
Strangely though a game that suffers from all the same flaws of these alternatives, and which is a long way from the polish and grandure of WoW has managed to pull us in.

That game is Neverwinter. The difference with this game? Simple.

It’s on a console.

This not only grants the ease of playing from a sofa, but with a controller in everyone’s hand the opportunities for enhancing the combat scenarios are far greater than any PC based MMO I have tried. I haven’t actually played Neverwinter on PC so I can’t fully compare the two but the console implementation feels so right it’s hard to fault. I’ve never had my character moving around a battle arena anywhere near so much as I do in Neverwinter.

The game itself does suffer in many other areas from being controller based. Inventory handling is a real pain, and you are limited to how many different potions you have ready on quick draw. Also many other aspects of the port feel under tested or just plain ropey. We’ve even joked amongst ourselves, this being a free to play game, that you have to pay for the ‘high frame rate pack’.
But it says something for the pure mechanics of the game and it’s capturing of the usual MMO hooks that Linda and I our both actively grinding our toons up to level 60 pretty much everyday. We’re popping in to check on professions even when we’re not going to quest. We’re grouping with friends and getting that social fix of chat and laughter that MMOs often excel at, despite that never really being a design point, it’s just part of the DNA of the up and down times questing systems create.

That gaming bug has a habit of finding you right where you weren’t really looking.

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