Developer: Stormblind Studios Publisher: Sony Release: 02/10/04 Genre: Action RPG
The Baldur’s Gate Dark Alliance series were some of the best action RPGs of the sixth generation. Interplay and Snowblind Studios married the Dungeons & Dragons license with a versatile engine to give gamers a D&D title tailored to consoles. It was only a matter of time before the same gameplay would be applied to other titles but not every one was a hit; I am not particularly fond of Fallout: Brotherhood of Steel. Champions of Norrath is the natural evolution of the formula and still one of my favorite PlayStation 2 games even after all these years.
Champions of Norrath features deep cuts from the Everquest lore. Perhaps the greatest triumph of the game’s narrative is that even someone like me who knows very little of the universe can follow the lore. Even though I give props to the plot this is not a story heavy game. There is just enough to keep you going but if you want deep character analysis and development look elsewhere.
There are five playable classes much like Baldur’s Gate Dark Alliance 2. Each of the classes (barbarian, cleric, wizard, shadow knight, ranger) fit into the niches that Dungeons & Dragons established. The barbarian is a tank, the ranger focuses on ranged combat, and the wizard emphases spells. The cleric is essentially a paladin and offers a nice mix of melee and spell casting. The shadow knight is the most unique and analogous to a necromancer. Unlike Snowblind’s prior titles each spell book is unique to the character. While they are not as extensive there are enough options to create unique builds to alter your play style. The only downside is that leveling is slow and you will have to wait a while to truly explore the possibilities.
Loot still drops like rain from the sky and the game will randomly determine the quality of the gear. Rare and unique quality items are……rarer compared to the developer’s previous titles. However you can craft your own by inserting jewels into sockets. This mechanic is similar to Diablo 2 and the game has many, many different effects. You can tailor equipment to your liking to a degree; do you want to cause lightning damage or inflict diseases on enemies? Feel free. Are you a magic wielding class and need a mana regeneration boost? It is possible. The system is simplified compared to Baldur’s Gate Dark Alliance 2 but just as flexible in my opinion and adds needed depth.
The quest spans five Acts that take you around the world of Norrath and beyond. There are a healthy dollop of sub-quests per chapter but for the most part they are your typical fetch quests or defeating certain NPCs. The game is very focused on moving the plot forward. As a result there are only a few optional dungeons outside of the main quest. That is disappointing; Dark Alliance 2 had numerous side quests and characters exclusive to each class that made playing each class feel unique. Although the lack of side activities sucks the added nuances of combat more than makes up for it. You can stun and knock down enemies and also block attacks. This skill comes in clutch many times as the difficulty is significantly higher.
One of my biggest grievances with the Dark Alliance games was their easy difficulty. Those titles drowned you in healing potions which made them trivial. The difficulty curve in Champions of Norrath is steep. Enemies hit hard and the game dials back on healing items. They are also not afraid to swarm in large numbers. It is not uncommon to face a group and die suddenly because you did not pay attention to your health. The bosses are especially tough. They are resilient and deal inhuman amounts of damage in a single blow. You cannot mindlessly hack your way to victory this go round.
But rather than frustration it is a welcome challenge as the game gives you the tools to deal with it. There are many talent builds per class that can make your journey easier. For example as a Shadow Knight the disease bolt spell is indispensable. I relied on it not for its damage but for its stun effect as it gives an opportunity to wail on bosses and such. It also spreads on contact. Together with my skeletal minion it was like playing a multiplayer game solo. The extensive crafting system also means you can tailor weapons and armor to your play style or area if necessary. The game is a bit stingy with unique pieces of gear. But the generous crafting materials mean you can make your own. The versatility of the various systems is why the difficulty is not intolerable.
The biggest addition to the game is online multiplayer. The general experience of hacking, slashing, and collecting loot is better with friends. Coordinating buffs and defensive spells is awesome and everyone can explore separately if need be. Sadly while enjoyable in a vacuum there are numerous smaller issues that break the experience. If someone warps back to the hub of each Act everyone is brought with them. This is incredibly annoying. The biggest issue is progress. Importing a character into someone else’s campaign is easy. Unfortunately once you save it will erase your previous single player progress. This means you can end up under leveled at a harder location or overpowered and behind in the story. The means to get around this are clumsy and not worth it. The lack of lobbies and buddy lists also make it seem like an afterthought rather than an integral part of the experience.
In Closing
Champions of Norrath improves on its predecessors in almost every way and is a fantastic action RPG. The production values are some of the highest on the system, the multiplayer is flawed but fun, and the quest is long and involved. This is one of my favorite games on the PS2, which is no small praise; the library is damn near endless.