Showing posts with label Ashes of History. Show all posts
Showing posts with label Ashes of History. Show all posts

Friday, October 21, 2011

Stone Me! : Rift




Phase Two of Rift's Ashes of History world event popped up unexpectedly last night. Unexpected by me, anyway. I've been playing a mix of Allods, Rift and EQ2 this week and I didn't log into Rift yesterday until quite late in the evening. Pretty much the first thing I noticed was that one of my Ashes quests had auto-completed. It's a handy Trion trick, where any obsolete World Event quests that remain unfinished in your journal are neatly finished off for you when the next phase begins.

Some of the Phase One quests are still active and several new ones have been added. The trend I commented on earlier continues and my Guardians had to travel significantly further, through significantly more dangerous territory to complete the same quest as my Defiants. Never mind. Purity is forged in the fire of sacrifice and all that jazz.

Travel stones? Nah, mate. Never 'eard of 'em.
The new quests are intriguing. The underlying plot of the Ashes event is all about the re-opening of the Travel Stones, a network of teleportation devices that existed before the Shattering Cataclysm Civil War. Or something. I never really understood Rift's lore. I don't recall the Porticulum guys mentioning any "Travel Stones" either, come to think of it. They all seemed to be pretty pleased with themselves for setting up their own system. You'd have thought they might have mentioned it was just a cover version.
  
My brother is much tastier than I am...hang on, that's goats.
Either way, these "Travel Stones" are coming back courtesy of the Golden Maw and The Wanton, who appear to be using the system as some kind of inter-dimensional courier service. This I found out by sidling up to the Travel Stone dressed as a deer, a reckless disguise given that the two creatures I was eavesdropping on appeared to be an ogre and a kobold. Lucky I didn't end up spit-roasted.

Then it was off to try the Travel Stones out for myself. Not to go anywhere, not yet at least. That comes after the event ends, when we get to use the Travel Stones to visit Ember Isle, the upcoming high-level zone . For now we just have to prod the stone and see what jumps out.

You can't kill me. I got my claws up!
First time I did it I got a giant crab that wasn't best pleased. What a giant crab was doing using the arcane tramlines I never found out because dead crabs don't go much for conversation and it was him or me. The next two times a startled Kelari appeared, reminding me a little of the White Rabbit.



The fourth time was far and away the most spectacular It actually made me go "Whoooaah" out loud as my eyebrows crisped.

I see why they put these stones out of town now


















 Back in town, the new repeatable quest involved combining a variety of colored stones to make a resonating inscribed travel stone. Catchy name. First time I did this I spent ages fiddling about with all kinds of color combinations on the assumption that there was some meaning to be construed. Turns out it's just the bottom one on the list, then the top one. I do like simplicity.
 
Overall, another good portion of lore with some fun special effects. I'm enjoying this event a lot.


Friday, October 14, 2011

Ashes in the Wind : Rift

 No, much though I enjoy a bit of Joan, that's really not what I meant!

Flares are back!
So, the Ashes of History event started, finally. On the face of it, it looks remarkably like the last one. And the one before that, come to think of it. Not that there's anything wrong with that. Find something that works, you may as well run with it, I say.

I'd been doing Night of the Dead stuff in EQ2 for most of the evening so it was late when I logged into Rift. Only took me a few seconds to find out where the event began. Look!  Over there! A bunch of strangers standing around the same quarter of Meridian's yard where the last lot decamped a couple of weeks back. In the exact same spots I do believe. I think they may even have rented the same tents.

Sun comes up, out go the lights. Or not.
The first quest sent me looking for a Travel Stone. It wasn't hard to find. In fact it was straight out of Meridian's main gate and up a path to the right. If that wasn't plain enough, someone had thoughtfully planted a row of torches. You couldn't miss it, frankly. Nor the huge, blue crystal at the end of it.

Mrs Bhagpuss had gone to sleep so I was playing with headphones on for once. I'd also had most of a bottle of Chilean Merlot by then so it's just possible I may have been in a particularly receptive frame of mind. Whatever, when I clicked on the crystal suddenly I was pulled sharply, unexpectedly into the world before me. By the song of a long-dead dwarven bard.  

Erm, that didn't come out of your spider by any chance?
Sound gets a raw deal in MMOs.Many people turn it off altogether or turn it down and play music instead. I often have the radio on while I play and pay more attention to that than the sounds of the world I'm supposed to be inhabiting. I don't usually play with headphones on, but whenever I do I remember just how important a part sound can play in creating that elusive, desired sense of immersion. This, however, went far beyond that.


Imagine Sound Clip Here
The voice was unearthly. Softly sibilant, airy and distant, it wasn't even the  tone that chilled. It was the phrasing. Phrasing is the key to song as timing is to comedy. Get the phrasing right and everything follows. Whoever voiced this had the phrasing perfectly wrong. No human would emphasize those syllables, take those pauses. It was a voice from another world, another time. Magical. Appropriately, for once.

I was impressed. And I went on being impressed with the following quest, which also used sound excellently and atmospherically. It all bodes very well for the rest of the event. Just because you re-use the frame doesn't mean you have to paint the same picture.






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