Dark Age of Camelot: Catacombs


Dark Age of Camelot: Catacombs

Developer: Mythic Entertainment
Publisher: Mythic Entertainment

Release Date: 12/07/2004

ESRB: T

Genre: MMO
Setting: fantasy
With the release of Dark Age of Camelot (DAoC): Catacombs, Mythic Entertainment has updated their game to match the graphical performance of newer games currently on the market. When DAoC launched three years ago, it was state of the art; but, with games continually coming out, the graphical engine needed an upgrade to keep pace with the competition. Not only is Catacombs an update to the graphical engine of the game, it introduces many popular concepts and options to players that have been requested by the player base.

The key features of Catacombs are the graphical upgrade, the introduction of instancing, and also several new classes that are both fun and challenging to play. This is a wonderful expansion for both the veteran and new player of the game. The impact on Realm versus Realm (RvR) play is minimal (aside from the new classes). While this may disappoint some of the more hardcore goal- oriented players of the Realm War game, it does not detract from the excitement of the new graphics and content.

While Catacombs does offer a lot of new improved features for players, it still does not address some issues that are very important to players. In particular, the issue of "buffbots" and the lack of actual content involvement by Mythic. The design of the new classes is focused on making buffbots less of an issue, but it does not address anything for the existing classes. As a matter of fact, addressing anything relating to the existing classes is rather conspicuous in its very absence. Also, having a dynamic storyline beyond the Realm War and active involvement in shaping the world is also distinctly lacking with this expansion - something that many players had expressed a desire to see. Even with these shortcomings, DAoC is a maintains a current and fresh feeling with the Catacombs expansion.

The first thing that anyone who runs the Catacombs engine will notice is the realism of the player character models. In fact, some players have complained that the characters are almost too realistic! The characters now blink, flex individual fingers, and breathe. The new zones are all visually stunning. Between the three realms, with the addition of Catacombs, there are enough zones to keep a player of the Player versus Environment (PvE) game occupied for ages to come. While many zones share names between the three realms, they are not "shared" zones as found in the Trials of Atlantis (ToA) expansion. Each realm has its own distinctive look and feel to it. The Hibernian Viel Rift zone will make you just stop and admire it when you first zone in. The immense burial ship in the Midgard Burial Grounds and the Kobold Undercity are also immensely fun to wander around and gawk like a brand new player. The Plutonian statues in the Innocu Crypt is also visually stunning. With the immense underground zones, one can almost get a feeling of being in the Underdark of Faerun.

Another exciting aspect of Catacombs are the new pillars for transportation. Once you activate a pillar, many of them allow you to travel to your desired adventuring location quickly. At the very least, you are allowed to travel back to the new undercity to escape a bad situation, or just end your day of adventuring in a safe location. With the addition of a Capital City Teleporter, the Capital Cities are once again a center of activity, and now you can get to just about any location without too much fuss. Sure beats waiting around for someone to teleport you to your desired location!

A new form of currency called Aurulite has also been added. This is a particularly fun and useful form of currency for those still leveling their character. The Aurulite is only available in the instanced adventure wings of dungeons. You use the Aurulite much like Darkness Falls seals to buy armor, weapons, and items. This armor is actually specifically suited for the PvE gameplay due to the nature of the bonuses placed on them. And, when you are done with it, you can pass it along to other players, or even salvage it for crafting. Granted, this does not salvage for nearly as much as something from Darkness Falls, yet it is still worthwhile.

Not only are there instanced dungeons for adventuring, there are also Task Dungeons that you can use repeatedly for leveling up. These are also of the instanced-type dungeons, but they do not feature Aurulite as a reward, just coin and experience. With the introduction of over 300 new quests and tasks to each realm, it is possible to adventure your way from level 1 to 50 entirely with the new Catacombs expansion.

Some other touches that have been added with Catacombs is a overhaul of all the in-game sounds. Even the grunts and yelps of pain are scaled to the amount of damage you take. Most of the common monster skins received a graphical update. I know that now instead of being annoyed by an irewood, I actually feel dread and fear when I see one!

I was fortunate to be involved in the writing of the strategy guide for this expansion. As the Team Leader for the Rangers, I experienced much of the new content before its release and my excitement only grew as I played, waiting for it to go live. Catacombs gives DAoC what it has needed for some time - fresh content, a reason for new players to join and old players to come back.

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About the Author, Jan Stephan Lundquist (A.K.A Larian LeQuella)

Hail, I am Larian LeQuella, an Elven Ranger of Hibernia, and a servant to Lady Guinevere. Not only that, I am also the voice for all rangers of any land, and any master to the gods at Mythic. If ye wish to find out anything in particular about me though, I suggest ye read the scroll I have hung on a post that bears my name. It's actually easy to get to in the web that spans the world. Just scribe my name.