Players old and new converge in Kunark.
by Steven Wong on Monday, November 26, 2007
Rise of Kunark marks the fourth expansion to EverQuest II, and the retail box throws in just about everything a new EQII player could want. Not only does it have the core game, but it also includes adventure packs (originally sold separately online) and all the previous expansions.
The expansion appeals mainly to people familiar with EverQuest lore. Kunark, a place of heavy significance in Norrath includes the birthplace of the infamous serpent-like Iksar, but it also gives rise to a second evil reptile race called the Samak, which bear a close resemblance to dragons. Originally used as ordinary monsters in the first EverQuest, the Samak that come with Rise of Kunark are magically bred and seek to figure out their origins and place in the world. Their starting place is a brand new beginner area called Timorous Deep, where the Samak set up a village. The Samak don't change up EQII's gameplay in any significant way, except that they appear more balanced between using magic and brute strength. However, they have very strong customization options, so players can decide what horn patterns go on their avatars' faces, how far they protrude and which way they face along with scale patterns and colors. The Samak also have a volatile relationship with the Iksar, showing that Kunark isn't big enough for two reptile races.
Unlike expansions that focus on a specific group, like upper level characters, Rise of Kunark provides locations and creatures for players of all levels. Existing EQII players have the option of starting new characters and trying the Samak or jumping into the huge temples and volcanic dungeons using existing characters. Long-time EverQuest players who moved over to EverQuest II will benefit the most, since many of the locations are throwbacks to the original game, but aged accordingly. These areas range from bright green jungles, frozen mountain peaks and battlefields and castle sieges. Furthermore, the landscape gradually changes as players move from one climate type to another.
Packing so much in one expansion box gives new players a chance to enter the game without feeling overwhelmed or ignored by longtime players, while veterans have a new continent to explore. Apart from a few subtle technical features, like how the music changes dynamically according to when players are in danger or engaged in combat, the expansion changes very little about EQII's gameplay. Gamers that dropped out of EverQuest II because it wasn't the game for them won't have a compelling reason to return, but Rise of Kunark gives inexperienced ones a good reason to try it out.
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