Rift

aka: Heroes of Telara, Rift: Planes of Telara
Moby ID: 50822

Windows version

Move Over Warcraft, Rift has arrived

The Good
Although similar in nature to Warcraft due to the leveling, quests and faction elements of the game, what sets Rift apart is the unpredictability created by the Rifts themselves, thereby giving a unique game-playing experience for each and every player

The Bad
Probably the fact that it will take a long time to stand on its own without forever being compared to Warcraft, which even I have done with my previous comments

The Bottom Line
Due to it's complexities I can only give a hint to what the game is truly like but hopefully this goes a little way to creating the interest that this M.M.O.R.P.G. certainly deserves. Rift Walkthrough – An introduction

What is RIFT, Planes of Telara?

In recent months the daddy of all M.M.O.R.P.Gs. World of Warcraft was presented with a new contender to its crown. This upstart goes by the name of RIFT, Planes of Telara. Although, bearing a lot of similarities to WOW it is a fully fledged R.P.G. in its own right having some very unique game play features of its own that make for a varied game playing experience that has created a great deal of interest and excitement for devotees of this genre.

The name RIFT is the biggest clue as to what sets this game apart from its erstwhile counterpart. The title comes from the Rifts that violently rip into reality across the land and the ensuing openings that are created release powerful forces that can threaten the very existence of Telara. These rifts brings with them new characters, events, and treasures, while the world itself changes dynamically around you.

Rift gives you the opportunity to play with your friends across vast, lavishly detailed environments, or go head-to-head in challenging Player versus Player (PvP) combat as you battle to uncover the secrets of the planes. Build and advance your character using an innovative new class system with limitless possibilities.

Another way the rifts enhance game play is by giving the player the choice of either fighting to seal them for ever or harnessing their power to be used in the adventures ahead. As previously mentioned the rifts result in every player experiencing a different adventure in the ever changing world of Telara. Even within what are considered to be familiar terrains, new dangers and opportunities can still be presented. Whether it’s a previously peaceful farm being ravaged by demons, a tranquil forest glen suddenly ripped apart by a violent rift, or merely an unassuming traveling merchant with astounding wares, spontaneous events are taking place all across Telara for you to discover and take part in. This means that even if you revisit places that you have trod a weary path previously there is a strong possibility that subtle or even major changes have occurred, thereby opening up a whole raft of new opportunities (rafts from rifts? Hmm!)

Background

The history behind Rift relates to a “Death God” known as Regulos who has apparently made Telara the focus for different planes (worlds) which are then creating rifts to enable them to invade the landscape. Two distinct groups (or factions) known as the Guardians and Defiants have set themselves up to oppose Regulos, although they are additionally in conflict with each other. This just adds yet another twist to the ever changing world that is Telara.

Guardians

Guaradians are what could be best described as the fantasy faction who follow the ways of the gods of Telara, The Vigil. The Guardians come from among the three races most devoted to the gods: the fearless Mathosians, the wise High Elves, and the uncompromising Dwarfs.

Defiants

Defiants, on the other hand follow the way of technology in their attempts to defeat the devotees of Regulos. The Defiants are far more attack minded in their approach to defeating the forces of Regulos, something that the Guardians steer clear off due to putting their faith in their gods. Thus the expected tension between the two is never too far away throughout the game. The Defiants are split between the curious but reclusive Bahmi, the human masters of survival and magic Eth and the elven Kelari.

Callings and Souls

At the start of the game regardless of whether you choose to be Guardian or Defiant you create your calling which is a base archetype of either Warrior, Rogue, Cleric or Mage. Each has their own strengths be they combat, stealth, wisdom or master of the elements. Within each calling is a soul which utilizes the strengths of his particular calling but provides his own related abilities and limitations to the table. This can also been seen as a class system where your character that can be shaped and progressed as you see fit with the possibility of hundreds of possible combinations.

Time for a breather

In many ways this particular m.m.o. can be seen as a reflection of our own lives as we all experience unpredictability on a daily basis and as a result have to make instant choices on what to do with the resultant changes that we are presented with. Those decisions can have far reaching effects on how our life may pan out in the future but we maintain an internal road-map that keeps us on the basic path we choose for ourselves. In other words we have our own type of Rift walkthrough Strategy Guide available to assist us in our decision making process. Therefore it should make sense that utilizing a strategy guide for a game as massive and complex as this is an infinitely sensible decision to make.

by Dave Purchase (3) on May 16, 2011

Back to Reviews