
Perfect World
Genre: RPG
Publisher: Perfect World Entertainment Developer: Perfect World Entertainment
Publisher: Perfect World Entertainment Developer: Perfect World Entertainment
Release Date(s): US: 2008-08-19
SCORES:
7.5
Good
OVERALL (out of 10 / not an average)
OVERALL (out of 10 / not an average)

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Release: 10 October 2008
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Publisher: Codemasters
Developer: Liquid Entertainment
Release: 10 October 2008
Perfect World Review
by Neilie Johnson - IGN.com | 29 January 2009 12:00Perfect? No. Beautiful and well-made? Yes.
Welcome to your tour of Perfect World International. To your left is the City of Plume, to your right, the Lake of Worries. Watch your step; the Cactopods are extremely prevalent this year and—yow. Curse those winged elves. They know this is a no-fly zone. Ahem...this beautiful place is called Perfect World, a free-to-play online fantasy realm developed and published by a Chinese company called—go figure—Perfect World Entertainment. PWE specializes in creating online MMO's for the Asian market and is well on the way to capturing a significant chunk of the North American market as well.
Everything in Perfect World from the races and storyline to the artwork and character development is based on Chinese mythology. The story goes like this. Pan Gu, the first god of the universe, got sick of his solitary omnipotence and created a world out of his own essential elements: fire, metal, wood, earth, and water. His first attempt was an abject failure and was overrun by hideous wraiths. He scrapped that world and tried again, this time creating a world full of Humans, Winged Elves and a feral race called the Untamed. The new land was immediately beset by faction wars and worse yet, attacked by shadowy wraiths leftover from the old one. We join our program already in progress, when the three good races have forged an uneasy alliance in the interest of preserving this "Perfect" World.

Seriously, what is happening here?
Along with the nice character models come attractive environmental visuals. Each starting city has its own distinct style and is surrounded by woods, lakes, deserts; every kind of terrain you can imagine is there and all of it's beautiful. The colorful, cartoonish style is reminiscent of World of Warcraft but has a unique style of its own based on Chinese aesthetics. I really enjoyed the visual effects as well, from the sparkly effect surrounding the Winged Elves as they fly to the churning venom pool generated by my magic attacks, they're impressive. And the beauty isn't just visual. The sound plays a strong role in the gaming experience as well. The music, with its distinctly Chinese flavor is the perfect complement to the visuals. If only the sound effects were as good as the music. Many of them sound strangely inappropriate, most obviously the wood floor sound your character's footsteps make when running on any kind of terrain.
Perfect World has six playable classes and although that's fewer than in many other MMOs, the main archetypes are well-represented. Class selection is limited by race and that may turn some players off. Humans can only be Blademasters or Wizards, Winged Elves can only be Clerics or Archers and Untamed can only be Barbarians or Venomancers. The first five classes play very much as you'd expect them to while Venomancers, with their use of poisons, talent for taming pets and the ability to take on animal forms play something like a Warlock, Hunter and Shaman all rolled into one.
Every race has its own home city. For Humans it's the mountain city of Etherblade, for Elves it's the woodland City of Plume and for Untamed, the desolate City of the Lost. All areas function in the same way so don't worry about missing something if you choose one race over another. Having tried them all, I found the starting quests for all the races to be nearly identical. For the most part, the starting quests do a good job of acquainting you with the game's mechanics. As mentioned before, the fiction in Perfect World is based on Chinese myth and legend and those of you who take the time to read the quest text will enjoy it. Unfortunately, this rich literary tradition isn't used imaginatively enough and an annoyingly high percentage of quests are of the "kill thirty of this, kill twenty of that" variety. Perhaps end game quests are better but through level 20 the quests are uncomfortably grindy. What's worse is that the quests are often not grouped in the interest of efficiency. Actually, since they're often given piecemeal and in sequence they seem designed to run your legs off. Who likes running for five minutes, spending twenty minutes killing thirty of something then running for five minutes back to the quest NPC only to be told that you have to run back to the same area again and kill thirty of something else? It's lazy quest design and worst of all, rewards for this brand of quest are seemingly arbitrary and you often get no experience for doing them. Well, you get a little. But that much tedium deserves better than a 1% XP gain.

For a monster getting hit with a sword, that guy seems way too happy.
Speaking of soloing, at least until level 20, Perfect World is very solo-friendly. And for once, soloing might be an advantage because the Perfect World design team chose to adopt a very old-school attitude toward tagging kills—you can't. Anyone can attack anything at any time and whoever does the most damage to the creature gets to loot it. That's not so much fun when some fathead decides to muscle in on your area. Then again, players in Perfect World are pretty cavalier about loot and leave it lying everywhere. No matter where I went, abandoned items and piles of gold were free for the taking.

Some characters can fly.
Of course, the main reason people run dungeons at all is for cool drops but in Perfect World not all the cool items are drops. In fact, the team at Perfect World made it possible for the non-raid-inclined to have some of the coolest stuff in the game. If you're wondering how a company can sustain a game that's completely free to play, I have one hyphenated word for you; micro-payments. The people at Perfect World are like drug dealers or those people giving out food samples at Costco. They'll give you a free taste, knowing you'll get hooked and need more. There's a boutique button on your mini-map that opens a shop full of useful upgrades and vanity items like clothing, fireworks and flaming dragon mounts. You buy these items by going on the Perfect World website and adding gold to your wallet via PayPal or with a credit card. It's insidious how easily you can get hooked on the boutique and spend too much but hey, it's totally optional. If you want, you can play Perfect World forever without spending a dime.
In between dungeons, shopping and stints in the field getting pimp slapped by dead monsters you'll be hanging out in cities training, buying and selling things and crafting. In Perfect World, leveling and skill development is dependent not only on combat experience but on spiritual cultivation as well. To gain access to the most powerful spells and more interesting content, you walk the Celestial path. This sounds ultra-mystical but what it boils down to is earning a different kind of XP called "Spirit" by acting as a gofer for guys like MangMang the Taoist. You can also earn Spirit by doing regular quests, harvesting and fighting mobs. Unfortunately, you don't earn Spirit at the same rate as regular XP. You level up and run excitedly back to the city to train, only to have your enthusiasm squashed when you realize you haven't earned enough Spirit to buy all your cool new skills. Maybe other MMO players are OK with that but the prospect of grinding four extra hours per skill level to earn the Spirit necessary to upgrade is not my idea of fun.

Lots of tweaks for avatar appearance...for better or worse.
Actually, that brings up problems with the UI in general. The sheer glut of UI in your average MMO demands that it be built for efficiency and readability. The UI in Perfect World fails—not completely, but significantly—on both these counts. Both the skill training pane and the crafting pane show everything you can learn (or craft) in one window with no differentiation between what you have or don't have, can or can't do. Nothing's grayed out. For new players the confusion is furthered by the class trainer window which is likely to be full of empty skill slots if you don't currently qualify for anything rather than showing you what you can learn and when. On top of poorly communicated information, there are many little buggy things like how your inventory intermittently refuses to open in conjunction with another window. These are small things that become a big annoyance over time and with frequent usage.
Crafting in Perfect World is handled much like it is in World of Warcraft. You gather the ingredients, hit the button and voila! Where it differs is in the lack of restrictions. Anyone can harvest any material and can simultaneously learn all four crafting professions: Blacksmith, Jeweler, Tailor and Apothecary. All four of the professions are fun and make useful things but somehow the Apothecary got the short end of the pestle. Leveling Apothecary is no joke because every potion takes such a large number of herbs (fifteen of this, ten of that) you're likely to spend all your money buying mats or all your time searching for plants. I'd leave the Apothecary stuff to the guys with lots of time on their hands and buy my potions from them. Isn't that what other players are for?

The interface could use some improvements.
Supplied by IGN.com





