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Massively visits Stargate Worlds, part 3: Impressions

We found a lot to like in Stargate Worlds. Its cover-based, ranged combat should prove tactically interesting for groups of friends playing together. We were impressed by the attention to detail in the recreation of Stargate lore and places. We were especially excited by the mini-game concept and its integration with more traditional hardcore-friendly modes of play. CME is trying to reach and please a very broad audience, and we believe this product could potentially accomplish that goal. CME's promise to support the game with regular episodic content updates makes the package that much more attractive.

On the other hand, it doesn't do much to deal with the critical flaws in the genre's modern form, such as the grind and the abstraction of gameplay. That's not the idea, though. Stargate Worlds aims to please fans of both Stargate and MMOs. If you like both -- or either -- of those things without reservations, you should probably keep an eye on this game.

Taken in the context of the post-EverQuest formula, Stargate Worlds offers enough variations from the norm to make it worth watching for genre aficionados. Certainly it ought to please Stargate fans who will be experiencing this sort of game for the first time.

It's in too early a stage of development for us to stand up and say, "this is definitely going to be a good game." We know that the verdict isn't out on an MMO until it ships. Hell, let's be honest; the verdict's not out until a year or two after it ships. So far, though, Stargate Worlds is coming along nicely. We came away from this experience even more excited about the game than we were when we went in, and that's a good sign.

Currently, the game is in an alpha testing phase only available to friends and family. Balentine suggested that the more public closed beta testing phase will begin by season's end. We're skeptical about that, but we're hoping to be proven wrong. While we're waiting, more is sure to come; CME is planning a grand showing at Comic-Con this year.

Our coverage doesn't stop here! We also interviewed studio head Dan Elggren, creative director Chris Klug, art director Howard Lyon, VP of technology Demetrius Comes, and senior marketing manager Kevin Balentine. Be sure and check it out!
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