Wildstar

Many have been those who for years have tried to gain a foothold in the MMORPG market by imitating World of Warcraft’s successful themepark formula. But for one reason or another, none has succeeded. Lack of content in the launch, poor optimization, lack of depth, neglect on the part of its developer after the launch … whatever the reason, neither Warhammer Online, nor Aion, nor

 

Age of Conan, nor Rift, nor Star Wars : The Old Republic and many others managed to establish a base of players important enough not only to compete face to face with the Blizzard giant, but also to maintain the classic business model of the genre based on subscriptions.

 

And meanwhile, World of Warcraft has not stopped growing through expansions and content patches. The dream of finding a World of Warcraft 2.0 seemed impossible. Until Wildstar has arrived.

Carbine, developer of the game, has understood what it takes to earn the trust of a community fed up with broken promises: quality and quantity. And it is logical that they have hit the key, it was founded by almost a score of those responsible for the original

 

World of Warcraft and its first expansion The Burning Crusade, the golden age that has lived the Blizzard title. After almost 9 years of development, Wildstar offers us a massive world with all the content to which we are accustomed, but supported by a technology modern enough so that the execution of what we already know is now much more profound and fun.

WildStar (PC) screenshot
WildStar (PC) screenshot  WildStar (PC) screenshot

As we say, the structure of Wildstar does not vary much from what we know as MMORPG type ‘themepark’. After creating our character from among the 8 available races and determining to which faction we will serve (Exiles and Dominion, whose forms and intentions are almost traced to those of the Rebels and the Star Wars Empire), we started a long journey along

 

and width of the planet Nexus (expressed in the form of an open world, without intermediate loading times except for dungeons) completing quests, exploring,

 

decorating our house, manufacturing objects and participating in events until level 50, when the classic end begins -Game to base dungeons (in various difficulties), raids (up to 40 people), daily and PVP. So far it might seem that Wildstar does not offer anything we have not seen before,

Thus, Wildstar bet for a frenetic combat system in real time without ‘target’, which awards the aim, movement, reflexes and, ultimately, the skill of the player. So much so, that we are facing one of the most demanding MMORPGs in the market.

 

The times of the ‘wipes’, of the ‘attunements’, of the need for ‘CC’ to clean out dungeons, of the expenses in repairs and the truly competitive arenas return. We warn you: if what you want is an MMORPG in which you can complete ‘raids’ without hardly messing up, finish dungeons in a matter of minutes and equip your characters with epic objects in a few days, Wildstar is not

 

your game. Carbine wanted to recover the so longed-for feeling of The Burning Crusade, in which we had to strive to advance in the content. We insist, it is not a mass to impatient. Of course: if you missed a ‘themepark’ that would be a real challenge, Wildstar is that MMORPG you were hoping you would not have to look back.

The game presents 6 classes very different from each other: Warrior, Stalker, Esper, Spellslinger, Medic and Engineer. Each class can develop two roles in the battlefield (tank and DPS or DPS and healer), each of them defined by 8 skills and a ‘ultimate’ that we will choose among the thirty available, imitating the way to customize the characters from the original Guild Wars.

For example, we can choose 8 skills from the ‘Assault’ branch of the Stalker to make it a killing machine, or discard some for the benefit of ‘Support’ or ‘Utility’ abilities, to make it a more resistant character and difficult to detect.

In addition, each class has a panel of ‘AMP’, passive bonuses that alter both the characteristics of our character and the skills.