RaiderZ
 wasn’t on the top of my “Must See” list when I went to PAX East a 
couple weeks ago. I knew a few things about it, but I was really excited
 to see other games like Neverwinter, Smite, and DDO.
 But while I was at the Perfect World meeting room talking about 
Neverwinter, RaiderZ’s producer Mark Hill came over and told me a bit 
about their upcoming monster hunter MMO. It sounded fairly intriguing, 
so I decided to give it a shot.
Players familiar with the original Monster Hunter game that RaiderZ 
takes heavy inspiration from will immediately be familiar with the core 
gameplay hook. From a third-person perspective on your cutesy champion, 
you go out into the wilderness, hunt down and destroy monsters, and then
 equip yourself with unique one-time-use items ripped from their 
corpses. If you’re really lucky, you’ll score some unique armor and 
weapons that won’t be available anywhere else in game other than the 
corpse of that crab you just shattered.
Sounds great, but it raised a red flag in my mind. I asked Hill if 
there will be any mechanic in place to lessen the incentive to 
spawn-camp those monsters with unique items—there won’t. Hill said that 
they think that the variety of monsters, and their spawn rate, should 
keep players from getting frustrated. A post-traumatic flashback to my 
EQ days tells me otherwise. I’m not eager to go back to waiting in line 
for my turn at a boss, just to have someone come along and grief me by 
tagging it first. Others may enjoy that super-competitive design 
mechanic, but I don’t. 
After that, Hill told me a bit about the class choices that players 
make as they level up. That’s right: it’s not a one-time, 
set-it-and-forget-it choice. Players will choose one of four archetypal 
jobs (tank, melee DPS, ranged DPS or healer) when they create their 
characters, but they’ll be able to advance their character in any of the
 roles. For the first few levels, players will fill our the skill tree 
they chose at character creation. As they continue to level up, the 
other jobs’ skill trees will open, and they’ll be able to put points in 
those too.
Depending on the choices you make, you may find yourself with a 
spell-slinging warrior, or a sword-wielding mage. The theory behind this
 design is that players will be able to create “mage-y archers,” and 
tanks that can heal. Of course, min-maxers and theorycrafters will 
inevtiably calculate the one “best” way to make your character, but I’m 
hopeful that the flexibility in character advancement sticks. 
The gameplay looks great. The action-based combat is fluid, 
well-animated, and fun to watch–not wholely unlike TERA’s free-targeting
 combat system. There’s definitely no Tab-targeting here. The little 
archer twists and turns around the beachfront, aiming at the different 
monsters clutttering the sands and firing away. Forcing players to move 
their characters around, targeting monsters by aiming at them instead of
 with the tab button, is a mainstay of the action-MMO genre, and it 
looks to be in full force here. 
The world itself was full of vibrant colors and the players and props
 have a great sense of weight to them. The characters realistically 
lurched around with huge maces and gigantic swords. The combination of 
great art direction (if the style is to your tastes) and interesting 
monsters has promise—the world felt lived in, and I didn’t want to mess 
with who was livin’ in it! The mage was a particulary fun, firing off 
his spells before he had to dive to one side to avoid the hammer of the 
troll that descended upon him. The hammer crashed into the ground right 
as the mage landed on his feet and let loose another barrage of 
fireballs at its scaly hide. 
Perfect World seems to be aiming for the hardcore crowd with 
RaiderZ’s mechanics, and, from my first impressions, I think it has a 
chance at success. As Hill said, this is a “very loot-heavy, very 
drop-heavy game,” and we all know hardcore players love to amass loot. 
Just because I’m too “carebear” to appreciate it doesn’t mean that 
other’s won’t fall for it’s mix of lootz, monsters and style though. If 
you’re itchin’ for some MMO monster huntin’, you can sign up for the beta right now.
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