Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024 Июнь 2024 Июль 2024 Август 2024 Сентябрь 2024 Октябрь 2024 Ноябрь 2024 Декабрь 2024 Январь 2025
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
Game News |

Pantheon: Rise of the Fallen is an aggressively old-school MMO that hates hand-holding so much it won't even give you a map—but a certain type of player might just love it

"What the heck is a Dire Lord?" I asked myself, staring at Pantheon: Rise of the Fallen's character creation screen. This was my first inkling that I was about to start playing an MMO that would rarely tell me anything I needed to know. From the absence of practical information about classes and races, to the lack of any in-game map, Pantheon is aggressively against any sort of hand-holding, which makes for an excruciating new player experience.

Amongst the veteran MMO crowd, though, Pantheon's been making waves. Understandably, too. EverQuest legend Brad McQuaid was developer Visionary Realms' chief creative officer until his death in 2019, and the promise of an extremely social MMO that maintains a lot of the friction that modern games have done away with sounds compelling. But it's been a decade since its announcement, and it's only now in early access, where it will be for at least two years, and it still doesn't feel close to prime time.

Monk-y business

(Image credit: Visionary Realms)

Case in point: I had to leave the game and search online to get even a shred of information about the early access classes. After I discovered, via a detour to the official website, that the Dire Lord was a tank, I instead rolled a Monk, DPS coward that I am. Specifically, a handsome fish-man Monk. And then I was deposited in a cave surrounded by class trainers. A Necromancer player ran in circles behind me, his skeletal familiar following closely behind. Where am I? This was a question I would not find the answer to for a while.

Pantheon's tutorials explain the basic stuff that everyone already knows—how to move, how to turn the camera, how to open your inventory—but when it comes to the context of your adventure or even the subtlest hint of what you should actually be doing, the game obstinately refuses to give in. "You're on your own, kiddo," it says, as a spell-flinging skeleton murders you.

OK, to be fair, a letter in my inventory did tell me to chat to a tradeskill trainer in a village. But I was not in said village and had no idea where it was. No map. No quest giver to ground me in the world or start me on a fun adventure. I just had to wander around and hope for the best. When I eventually found what I would later discover was one of two exits to the cave, I entered a glade surrounded by mountains with no way forward. I returned to the cave, where a wolf killed me.

(Image credit: Visionary Realms)

Reddit would later inform me that I'd need to dive into the glade's murky pond, swim to the bottom, and then travel through another cave, which would eventually allow me to start exploring the world proper. Of course the first area's exit is hidden in a murky pond. Where else would it be? But I made the right call by not leaving, it turns out, because my first unspoken objective was actually to grind a few levels in the cave.

Pantheon has travelled through a wormhole from a time when murdering bats, wolves and the occasional skeleton in a dank cave was the adventure, where little context was needed. Dungeon crawls where the only hint of story came from what you and your companions made out of it—told through your victories, failures and near-misses. Where the developers created systems rather than entertainment.

But if it was ever a joyful experience, it sure as hell isn't now. In a previous version of this article, I dedicated the entirety of it to my cave misadventures, growing increasingly frustrated and sweary. And then I was going to pack it all in because I do not have the patience for this kind of MMO in 2025. But for some reason I persevered, and somewhere along the way I started to see the appeal, but only by overcoming so many annoyances.

Rat catcher

(Image credit: Visionary Realms)

I hit level 4 exclusively by killing vermin, while occasionally being killed by skeletons. Not the spell-flinging variety, who are meant to be handled by groups, but your regular, solo-grade skellies. Even they can be risky opponents, though. Normally only capable of dishing out 3-5 damage, sometimes they'll pull off an attack that does more like 35. At my level, that's instant death. Neat.

But reaching level 4 meant I could leave the cave. I know this because I asked some very helpful players, who confirmed I was good to bid farewell to this dismal prison. I swam through the underwater cave, where I almost drowned, despite being a fish-man, and reached the shore of a lake. Then a thief murdered me in three hits. I respawned in the cave.

At a glance, it's not clear how tough an enemy is. But you can investigate them by hitting C, which gives you a flavourful description, hinting at how tough they'll be in a fight. This is one system I actually really dig, but it's of no use at all if an enemy gets the drop on you. The thief was a group mob, but unfortunately I didn't have time to discover this until it was too late.

(Image credit: Visionary Realms)

Upon respawning, I found out that there was another exit, but it also required me to run through mobs that were much higher level. So no matter which route I took, I was going to be facing enemies I couldn't handle. You might argue this encourages players to team up, and to be clear, this is very much the kind of MMO that doesn't expect you to go it alone, but to surround the small starting area with killer threats, before newbies can even get to the hubs where players gather, just seems needlessly cruel.

Attempt number two saw me avoid the first thief, but then aggro another (who was, frankly, pretty far away), and then two more, who chased me down and killed me once I ran out of stamina. I respawned in the cave yet again. I decided I'd make one more attempt before calling it quits. I found another spot on the shore that looked quieter, but there was no route forward. Just a small cliff. And that's when I discovered I could climb, Breath of the Wild-style. If I'd known this before, it would have saved me so much trouble.

But that sense of discovery is exciting. Not being fed a list of mechanics and hints means you get that thrill of figuring stuff out yourself. With this revelation, the whole map changed for me, and it made me wonder what else I'd discover as I pushed forward. At first, though, the answer was: not much.

X marks the spot

(Image credit: Fraser Brown)

30 minutes of aimless exploration later—which included getting lost, getting chased by beetles, being gifted my first piece of gear by a friendly player, and achieving very little—I finally found the village that letter in my inventory had mentioned. I have several Reddit posts, two YouTube videos, and the in-game chat to thank for helping me reach my destination. I even started doodling a very primitive map

I haven't done this in years. But it felt good. The relief I felt when I saw the bridge into the village, and the mass of players wandering around, and finally the tradeskill trainer… it was immeasurable. The journey had been horrible, but reaching this ugly little settlement actually made me feel something. So I get it. I understand why the Steam user reviews section is filled with EverQuest veterans gushing about the fun they've been having, and why people have been following this game for a decade.

But that sense of accomplishment didn't really make up for all the frustrations. Pantheon just goes out of its way to make life needlessly hard. Take, for instance, how quest givers work. It is not clear if an NPC is a quest giver or set dressing until you actually talk to them. In three hours, I clicked on countless NPCs and got a grand total of two quests. They don't need to have a giant exclamation floating above their head, but any indication that they serve a purpose would be nice—especially since this already exists for merchants, with the cursor changing to a small bag when you get close enough.

(Image credit: Visionary Realms)

Reaching the village, however, did significantly expand my quest log. Sadly not with anything particularly interesting. Lots of gathering and crafting quests, mostly, interspersed with rodent and bandit murder. Crafting even some basic weapons and armour necessitated hours of running back and forth as I raced other players for gathering nodes and manufactured countless components. Everything I made required the purchase of two schematics, the 'basis' and then the actual item itself, and after more than five hours of playing I finally had a pair of fighting gloves and a gi, which tragically looked identical to the leather rags I was already wearing.

It's also worth noting that crafting professions are permanent, so if you pick one that doesn't suit your class, you'll need to scrap the character and make a new one to rectify the mistake. This is not remotely clear. Gathering skills, at least, are available to everyone. If you have the tools, you can do it all—chopping down trees, mining ore, and harvesting lots and lots of potatoes.

Fashion crimes

(Image credit: Visionary Realms)

Decked out in my hideous clobber, I once again felt both relief and a sense of accomplishment, but it still seemed like a lot of effort for very little. And while I was enjoying spontaneously teaming up with other low-level players—and the feel of the Monk class, which features a mix of magic and melee, along with attacks that change based on the ki mechanic—I was already starting to burn out.

Every task seemed to necessitate watching another video or scouring Reddit, or at least posing questions to other players, and I just wanted to get on with things—to make some real progress. Pantheon is just so stingy with its rewards, so not only does it feel like work, it feels like work where you aren't really appreciated. A gig that expects a lot and offers little aside from the satisfaction of doing a good job.

(Image credit: Visionary Realms)

Pantheon is the kind of MMO that demands all of your time. It wants to be your only game. I can play Guild Wars 2 with my pals once a week and feel like I'm making substantial progress, getting into all sorts of world-shaping adventures while earning flashy gear. Pantheon, meanwhile, would require me to embark on a daily grind, while offering a lot less in the way of rewards. It just ain't for me.

The real dealbreaker, though, is that there's been no attempt so far to make me actually interested in the world. I couldn't tell you a single thing about it. I've encountered several factions, completed plenty of tasks, and learned absolutely nothing about this place. Between that and a bog-standard fantasy aesthetic and seriously old-fashioned visuals, I just don't feel much compulsion to explore further. It hasn't given me any reason to—even though I get why others might stick around.



Читайте также

'We will take measures to vanquish this nefarious behavior': Marvel Rivals will ban console players who use a mouse and keyboard

Logitech G RS Shifter and Handbrake review

Слухи о секретных играх Valve и масштаб сценария Kingdom Come: Deliverance II




Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.


Персональные новости

В Московском регионе 5,6 тысячи самозанятых самостоятельно формируют будущую пенсию

В 2024 году Отделение СФР по Москве и Московской области назначило единое пособие родителям 370,5 тысячи детей

Ветераны СВО будут проходить лечение в центрах реабилитации Социального фонда

В Московском регионе 5,6 тысячи самозанятых самостоятельно формируют будущую пенсию