I’ve been in the WildStar beta since June of 2013. Graev and I both received access early back when there were almost no other people playing on the server. We’ve seen the game come a long way, and I feel like I can personally give a very accurate overview of what someone can expect to get out of WildStar.
WildStar is a Themepark
There can be no doubt and no surprise that WildStar is 100% true to the themepark model. Leveling is done by going from quest hub to quest hub. It’s go here, pick up this, click 10 of those, kill that, come back, get a levels, slot your skills, go kill 10 of those, etc. End-game is vertical raid treadmilling. If you love themeparks, you will LOVE WildStar. This is the themepark fanatics dream come true.
‘Active Combat’ is annoying
First, it’s not original. The telegraphing has been done in Smite, League of Legends, Age of Conan, a bit in GW2, TERA, TSW, and even ESO. I hate mashing my keys constantly like I’m playing Hungry Hungry Hippos. That’s not what I want. This makes me love the old school original EverQuest combat. I’ll take white damage over mashing any day. WildStar’s “skill”-based combat is still
highly completely stat and gear dependent; you won’t be out-playing someone if their gear is better than yours.
WildStar isn’t more difficult than Vanilla WoW
I don’t know where this started, but I keep hearing people say WildStar is more difficult than vanilla WoW. Simply untrue. I mow through mobs and level in WildStar like there’s nothing in my way. The leveling process in WildStar is so scripted and holds your hand so well that they practically hand you levels for quest rewards. It’s meant to be that way. They want you to feel like you are hyped up on sugar when you play. As accessible as WoW was back in 2004, WildStar is the accessible version of Vanilla WoW. Seriously… they show you the red circles on the floor you have to avoid. [Read more…]