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The Matrix Online

 
Games: The Matrix Online

Game Description

After waiting nearly six years since the release of the original motion picture, fans can finally "jack in" to a fittingly persistent-world version of The Matrix with this 2005 MMORPG. The game is designed to present a living city, full of tall buildings, dark alleys, and blissfully unaware citizens, just waiting to be manipulated by those select few "red pills" who realize it's all a grand illusion. Because the premise is that the game world is merely a digital representation of reality, players have more character customization options and can swap skills in and out by simply "uploading" them -- unlike many earlier persistent-world RPGs, in which character development can be much less malleable. As in the movies, combat involves lots of seemingly impossible moves, such as mid-air "wire-fu" melee and "bullet time"-styled slow-motion action sequences. The creative team behind the films was consulted through the development of the game world; though designed to stay wholly faithful to the modern mythology that has engaged fans of the movie trilogy, The Matrix Online is set after the events of the third film, allowing players to forge their own new legends in the virtual world.
~ T.J. Deci, All Game Guide

Roots & Influences

Ubi Soft, the originally planned publisher for The Matrix Online, pulled out of the project in the middle of the development process. Publishing of the Monolith Productions-developed game was taken over directly by license-holder Warner Bros. Sega later joined WB as a publishing partner.

The initial, April 2004 DVD release of Matrix Revolutions (the third movie in the Matrix trilogy), contained a short documentary on the making of The Matrix Online that featured interviews with a UbiSoft representative. In subsequent pressings of the DVD, references to UbiSoft were removed.

In June 2005, about two months (and 40,000 subscribers) into the game's official launch, Warner Bros. sold its publisher's stake in The Matrix Online to Sony Online Entertainment, which took on future technological maintenance, customer support, and content creation responsibilities.
~ T.J. Deci, All Game Guide

Production Credits

Directed By: The Wachowski Brothers; Produced By: Joel Silver; Music Composer: Don Davis; Recording Engineer: Larry Ma; Voice of - Morpheus: Laurence Fishburne; Voice of - the Oracle: Mary Alice; Voice of - Sati: Tanveer Atwal; Voice of - Persephone: Monica Bellucci; Voice of - Seraph: Collin Chou; Voice of - Zee: Nona Gaye; Voice of - Lock: Harry Lennix; Voice of - Link: Harold Perrineau Jr.; Voice of - Niobe: Gina Torres; Voice of - the Merovingian: Lambert Wilson; Voice of - the General: Jim Gall; Voice of - Tyndall: Kit Harris; Voice of - Shimada: Kit Harris; Voice of - Agent Gray: John Patrick Lowrie; Additional Voices: Jessie Badami, Nick Eldredge, Matt Reidy, Cynthia Weintraub, David White; Motion Capture Actress: Alesia Glidewell; Company 1: Monolith Productions; Director of Audio: James Ackley; Art Lead, Animation: Daryl Affleck; Senior Artist: Cory Allemeier; Game Designer: Anthony Arpin; Game Object Intern: Anthony Arpin; World Designer: Marcus Bailie; Producer, Live Team: Ellen Beeman; Artist and Animator: Steven Bender; Quality Assurance Analyst: Brett Blair, Brian Blechschmidt, Josh Bobillot; World Designer: Shawn Bomers; Game Designer and Writer: Brannon Boren; Game Designer: Adam D. Bormann; Artist: Brice Broaddus; Quality Assurance Analyst: Seth Broman; World Designer: Mark Brown; Game Designer: Erik J. Caponi; Missions Intern: Erik J. Caponi; Quality Assurance Analyst: Julie Carpenter; Game Designer: Benchamberlain; Missions: Ben Chamberlain; Quality Assurance Analyst: Conan Chamberlain; Game Designer: Euene Cheng; Intern: Eugene Cheng; Artist: Won Choi; Quality Assurance Analyst: Wendy Church; Software Engineer: Taylor Clark; Game System Tools: Taylor Clark; Quality Assurance Engineer: Nathaniel Cleveland; Software Engineer: Michael Copley; World and Graphics: Michael Copley; Senior Software Engineer: Erik De Bonte; Server Systems and Infrastructure: Erik De Bonte; Associate Producer: Brian De Mar; Quality Assurance Analyst: Nathan Edson; Senior Software Engineer: Mark Emmert; Database and Game Systems: Mark Emmert; Senior Software Engineer: Jeff Evertt; Graphics and Client Systems: Jeff Evertt; Software Engineer: Terry Franguiadakis; Game System: Terry Franguiadaki; Senior Software Engineer: Jeremy Friesen; Mission and Server Systems: Jeremy Friesen; Quality Assurance Engineer: Eric Friesen; Quality Assurance Analyst: Aaron Giddings; Senior Software Engineer: Toby Gladwell; Tools and Client Systems: Toby Gladwell; Game Designer: Brandii R. Grace; Missions Intern: Brandii R. Grace; Composer: Nathan Grigg; Music Coordinator: Nathan Grigg; Game Designer: Bruce Harlick; Artist: Ben Harrison, Ron Harvey; Animator: Ron Harvey; Quality Assurance Analyst: Bert Harvey; Lead World Designer: Nathan Hendrickson; Senior Software Engineer: Peter Higley; Game Systems: Peter Higley; Client Systems: Peter Higley; Artist: Blake Hirsch; Art Director: Andy Hoyos; Lead Software Engineer: Andrew Kaplan; Tools: Andrew Kaplan; Installer: Andrew Kaplan; Client Systems: Andrew Kaplan; Art Lead: Kevin Kilstrom; Senior Artist: Seiko Kobayashi; Game Designer: Justin LaLone; Game Objects Intern: Justin LaLone; Director of Online Technology: Rick Lambright; Lead Software Engineer: Rick Lambright; Server Systems Engineering: Rick Lambright; Architecture: Rick Lambright; Artist: Gene Lang; Game Designer: Brad Lansford; Missions: Brad Lansford; Artist: Eric Lawson, Chun Lu, James Ma; Quality Assurance Analyst: Justin Maloney; Senior Software Engineer: Andrew Mattingly; Tools: Andrew Mattingly; Sound Designer: Kristofor Mellroth; Quality Assurance Analyst: Matthew Metke, Ed Miller; Art Lead: Jeffrey Miller; Characters: Jeffrey Miller; World Designer: Daniel Miller, Angella Mooney; Intern: Angella Mooney; Quality Assurance Analyst: Collin Moore; Art Director: Michael Nicholson; Software Engineer: Ryan O Rourke; Server: Ryan O Rourke; Distributed Object System: Ryan O Rourke; Sound Designer: Brian Pamintuan; Assisting: Brian Pamintuan; Composer: Brian Pamintuan; Lead Quality Assurance Analyst: Matthew Pantaleoni; Software Engineer: Dylan Paris; Game Objects: Dylan Paris; Artist: John Piel; Animator: John Piel; Technical Art Lead: David Plunkett; Sound Designer: Kristen Quebe; Assisting: Kristen Quebe; Online Creative Director: Toby Ragaini; Lead Game Designer: Toby Ragaini; Quality Assurance Engineer: Timreeves; Software Engineer: Jeffrey Reitman; Animation: Jeffrey Reitman; Tools: Jeffrey Reitman; Quality Assurance Engineer: Timothy Royal; Associate Producer: Tanya Royer; Lead Quality Assurance Engineer: David Satnik; Software Engineer: Adam Schaeffer; UI: Adam Schaeffer; Client Systems: Adam Schaeffer; Designer: Andy Seavy; Mission Intern: Andy Seavy; Lead Software Engineer: Mark Seminatore; UI: Mark Seminatore; Game and Client Systems: Mark Seminatore; Database Administrator: Maruti Sharma; World Designer: Benjamin Shirley; Intern: Benjamin Shirley; Software Engineer: Daniel Swadling; AI: Daniel Swadling; Game Systems Engineering: Daniel Swadling; Senior Graphic Designer: Shane Thompson; Sound Designer: Cassano Trhuston; Assistant: Cassano Trhuston; Senior Software Engineer: Matthew Titelbaum; AI: Matthew Titelbaum; Game Systems: Matthew Titelbaum; Quality Assurance Analyst: G. Kelly Toyama; Software Engineer: Dan Valerius; Game Systems: Dan Valerius; Software Engineer: Adam M. Vandenberg; Mission Tools: Adam M. Vandenberg; Senior World Designer: William Vandervoort; Senior Artist: Brian Waite; Senior Animator: Brian Waite; Artist: Maegan Walling, Theodore Warnock; Animator: Theodore Warnock; Quality Assurance Analyst: Scott Warr; Software Engineer: Doug Warren; Mission: Doug Warren; Game Systems: Doug Warren; Senior Software Engineer: David Wenger; AI: David Wenger; Game Systems: David Wenger; Director of Online Development: William Westwater; Producer of the Matrix Online: William Westwater; Software Engineer: Shane Whitfield; Game Systems: Shane Whitfield; Lead Motion Capture Engineer: Simon Wong; Quality Assurance Engineer: Richard Yeager; Game Designer: Brian Yeung, Geoffrey Zatkin; Game Master: David Ashton; Technical Operations Analyst: Anesly Alvear Bravo; Production Assistant: Kristine Bryan; Technical Operations Analyst: Michael Calhoun; Game Master: Dan Callan, Richard Covi Jr., Rachel David; Technical Operations Lead: Colin Du Pre; Game Master: Howard Englehart; Associate Producer: Josh Fleming; Technical Operations Analyst: Lorien Freeman; Game Master: John Gayness; Technical Operations Analyst: Michael Gilbert; Production Assistant: Michael Goncalves; Intern: Michael Goncalves; Game Master: Jared Guthmiller, Richard Hagar, Troy Hewitt, Kjell Jacobson; Senior Game Master: David Kidney; Technical Operations Analyst: Mike Kohary; Online Content Lead: Chris Mancil; Game Master: Ian Metke; Online Community Lead: Daniel Myers; Game Master: Gene O'Dell; Associate Producer: John Petrick; Game Master: James Phillips, Benjamin Phongluangtham; Content Specialist: Kevin Salcedo; Game Master: Christopher Sands, Timothy Sandvik, Ben Saurer; Technical Specialist: Paul Schumacher; Producer: Troy Skinner; Game Master: David Triunfo; Database Administrator: Saravanan Vallinayagam; Senior Artist: Matthew Allen; Writer: Patrick E. Bradley; Story Writer: Paul Chadwick; Artist: Paul Chadwick, Mark Duncan; Software Engineer: Benjamin Ellinger; Artist: Courtney Evans; Senior Software Engineer: Peter Heinrich; Tools: Peter Heinrich; Senior Artist: Geoff Kaimmer; Software Engineer: David LeCompte; Game Systems: David LeCompte; Senior Software Engineer: Brian Long; Game Systems: Brian Long; Game Designer: Michael Pondsmith; Writer: W. D. Robinson; Senior Artist: Sasha Runnels; Software Engineer: Mark Spadoni; Server Systems: Mark Spadoni; Artist: Dan Thibadeau; Martial Arts Reference: Zerogravity; Consultant: Kerry Wong, Lateef Crowder, Larry Leong, Darian Vorlick; Company 2: Sega Of America; President & COO: Hide Irie; Director of Product Development: Osamu Shibamiya; Quality Assurance Project Manager: David Wood; Quality Assurance Assistant Lead: Justin Pace, Beejey Enriquez; Quality Assurance: Jason Bianchi, Curtis Chiu, Kevin Connolly, Chester Lee, Cesar Lemus, David Leighton, Scott Matt, Kai Nagai-Rithe, Michael Shamsid-Deen, Davidson Talag, Jeremy Wheat; Vice President Entertainment Marketing: Scott A. Steinberg; Product Marketing Manager: Mark J. Polcyn; Associate Product Marketing Manager: Teri Higgins; Creative Services: Chris Mowry; Public Relations: Bret Blount, Ethan Einhorn, Access Communications; Web Team: Chris Olson, Bridget Oates, Matt Lawrence; Company 3: Warner Bros. Online; Vice President, Engineering & Technology: Khalid Oreif; Development Team: Kim-Min Lau, Essam Mahmoud, John Ma, Kim Vu, Lisette Osterloh, Jeff Cheng, Sonam Parikh, Robert Leyva, Ling Tu, Jongwook Woo, Andrew Rapo, Eman Abohebeish; Systems Team: Chuck McDaniels, Eric Dennis, Jerome Daroya, Kris Feldmann, Mike Kuriger, Will Heitritter, Reid Whitsett, Bret Boivin, Selam Wang; Support Team: James Tong, Michael Bradshaw, Biran Warner, Jeff Jones, John Kao, Francisco Chamorro; Company 4: Warner Bros. Interactive Entertainment; Senior Vice President: Jason Hall; Vice President, Business and Legal Affairs: Debra Baker; Vice President, Finance: Steve Chalk; Director of Business Development: Jeff Junge; Senior Producer: Joe Ybarra, Travis Williams; Associate Producer: Angel Sisson; Manager, Games Marketing: Leo Olebe; Public Relations Manager: Remi Sklar; Attorney: Michael Steurwald; Company 5: Incan Monkey God Studios; Lead Documentation Writer: Chris McCubbin; Coordinator: David Ladyman
~ Keith Adams, All Game Guide
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Wikipedia: The Matrix Online
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"MxO" redirects here. For the Japanese Manga, see M×0


The Matrix Online
The Matrix Online Coverart.png
Developer(s) Monolith Productions
Publisher(s) Warner Brothers, SEGA
Engine Lithtech: Discovery
Platform(s) Windows
Release date(s) NA March 22, 2005
PAL April 15, 2005
Genre(s) MMORPG
Mode(s) Multiplayer
Rating(s) ESRB: Teen (T)
Media CD
download

The Matrix Online (also known as Matrix Online) was a massively multiplayer online game developed by Monolith Productions. It was the official continuation of the storyline of the Matrix series of films. The game began closed beta-testing in June 2004 which was then opened for people who pre-ordered the game in November 2004. Warner Bros. and Sega officially released MxO on March 22nd, 2005 in the United States. It was released in Europe on April 15th, 2005. The game ran continuously from then until it was ultimately shut down on July 31st, 2009.

Ubisoft backed out of an agreement to co-publish the game, not long after cancelling plans for another MMORPG. Ubisoft and Warner Bros. stated that this did not have a negative impact on their relationship. At the time, doubts about the game circled within the industry, based on the lacklustre reception of the later two Matrix films and an overcrowded MMORPG market.[1]

Contents

Gameplay

The player assume the role of a redpill, a human who was formerly trapped inside the Matrix. When creating a new character, the player is given the choice of taking a blue pill that will return them to their former life (quit the game) or a red pill, which will free their minds from the Matrix. Characters who are unaware of the fact that they are in the simulation are often referred to as "bluepills" because they have either taken the blue pill or have not been given the choice yet. People who are aware of the simulation (players) are referred to as "redpills" because they have taken the red pill (or, in very rare cases, when a character has self-substantiated out of the Matrix on their own). Following the choice between the two pills, the player is then taken through a basic tutorial of the game's mechanics, including mission interaction and the combat system. After the tutorial, they are then free to roam the Mega City (the city that the entire Matrix story is set in).

Combat

Combat is divided into two separate parts: Free-fire and Interlock. Free-fire mode allows for large gun battles to take place, while Interlock is often broken down into bullet-time-affected martial arts moves and close-quarters gunfire.

There are three main classes in the Matrix Online: Coder, Hacker, and Operative. Coders create a special "simulacrum" that fights for them. Hackers manipulate the code of the Matrix to affect friends and enemies from a distance, either damaging them, downgrading their combat abilities, or healing them and upgrading their powers. Operatives are the common soldiers seen from the movies - Martial Artists, Gunmen, and the new Spy class, which revolves around stealth fighting and knife throwing. Clips never seem to run out of bullets and knife throwers also have an unlimited supply.

In free-fire mode, operatives exchange damage with each other. Gunmen and Hackers are well-equipped for this, with their ranged attacks and abilities. Martial Artists must get close to their targets to be effective, and although a Spy's most dangerous abilities are initiated out of Interlock, they also pull their opponents into Interlock. Each attack or ability is used at timed intervals, based on the system of damage per second (D.P.S.). For example, the strongest rifle in the Matrix does 15 damage points per second, and has a fire rate of 3.5 seconds, which, in free-fire, causes the rifle to have a base damage of 52.5, to be altered by the player's own stats. Opposed to such, a Hacker's stronger attack ability such as Logic Barrage 4.0 does 63 D.P.S., but with a short casting timer, does a base damage of only 120-180 damage.

In Interlock, or Close Combat, two players exchange damage in rounds. Each round lasts exactly four seconds. For each round, the two players' accuracies are pitted against each others' defenses, which are slightly affected by a random "luck" roll. There are three different outcomes to a round: hit-hit, hit-miss, or miss-miss. In hit-miss, one of the players will hit the other while dodging or blocking their attack. In miss-miss, both players will parry each other without doing damage. In hit-hit, one player will damage the other, only to be damaged themselves in a counter attack. When special abilities are used, however, there can be no hit-hit round, although the miss-miss round can still apply.

When taking or dealing damage, one player's damage influences are pitted against another player's resistance influences of the same damage type (i.e. a gunman's ballistic damage versus an opponent's ballistic resistance). Higher resistance versus lower damage means that the defending player will not take as much damage.

When attacking or defending against attacks, one player's accuracy influences are pitted against another's defense influences of the same attack type.

There is no turn-based combat in the Matrix Online. All combat takes place in "real time", and large scale battles are often decided by the sheer numbers of forces of one side versus others. Amassing a large number of players to control the battlefield is affectionately dubbed "zerging".

Currently, there is no way to effectively use player versus player combat scores as content, although content designed for PvP has been recently added, such as items that drop in the game world and can be picked up that grant powers to the player that lugs them around, hence they are called "luggables".

Classes

The Matrix Online has a unique class system. Players can load abilities they have either purchased or produced (by the Coder class, known ingame as coding) at Hardlines, provided they have enough memory and the abilities that precede the loading one. These abilities can then be switched out at a Hardline at a moment's notice. This leads to a very flexible class system, without players being stuck in one class.

The three main archetypes are Hacker, Coder, and Operative. They are similar to the classes Mage, Crafter, and Fighter in other MMORPGs. These classes then each branch out into sub-classes, with Coder, for example being divided into Programmer (out of battle item and ability maker) and Code Shaper (creates simulacrums to fight with, similarities to a necromancer/summoner in other MMOs).

To elaborate, the game currently has a total of 21 end-game classes with an additional two stubs.

Missions and organizations

After an initial set of introductory missions, players can join one of three organizations working in the Matrix, each with a different set of goals, beliefs and methods: Zion, the Machines, and the Merovingian.

In order to receive increasingly critical and sensitive missions, players are expected to run missions for their chosen organization, which will increase their standing with their chosen organization but will also lower it with the other two.

Zion:

Zion is the last remaining human city on Earth, hidden deep underground and is concerned chiefly with protecting its citizens from the Machines who see those who have "awakened" as a threat to those still connected to the Matrix. Those who choose to work for Zion usually enlist in the Zion Military and see this as the best way to protect the ideals of freedom.

Machines:

The main motivation for choosing to side with the Machines is that this organization is seen as the most conducive towards maintaining the status-quo of the Matrix and protecting the lives of those still connected to it, i.e., bluepills. However, there are also those who feel that the only way to improve relations between man and machine is to work with them as closely as possible and see joining this organization as the best way to do so.

Merovingian:

Those who work for the Merovingian are in a unique position in that they need not concern themselves with the traditional hostilities between Zion and the Machines, preferring instead to act only when the situation would prove advantageous for themselves or the organization as a whole. However, this organization has also been chosen by some players as it is the only one out of the three that fights to protect the Exiles who reside within the Matrix.

Sub-organizations:

Players cannot run missions for these organizations although in storyline terms they are now quite separate from their original "parent" organization, even receiving their own Live Events:

  • EPN - E Pluribus Neo (Zion as parent organization):

Members of EPN are devoted to what they deem "Neo's legacy". This mostly involves giving all human beings the opportunity to question the true nature of their "reality", the Matrix and to have the choice of the red or blue pill. Very much against the Machines, and Cypherites in particular, there are some more fundamentalist schools of thought within this organization who believe that the only solution to humanity's problems is to free the entire human population from the Matrix. They are led by The Kid with his old friend, Shimada - who also acts as their mission controller.

  • Cypherites (Machines as parent organization):

Usually seen as the more extremist element of the Machine organization, Cypherites follow in the footsteps of Cypher, wanting to be reinserted into the Matrix as bluepills so that they may be blissfully unaware of the true nature of the Matrix as a computer program. The name of their hovercraft, Blue Dreamer, reflects this philosophy. They are currently led by Cryptos and his second-in-command, the Zion traitor, Veil. During the time that Cryptos was revealed to be a Machine Program inhabiting a redpill's body, Veil assumed control of the organization.

It should be noted that as of Chapter 11.3, the Cypherites and EPN have effectively been withdrawn as a playable organization within the game. Existing factions that have been granted their respective "EPN/CYPH" tags in their faction name will continue to hold said tags, unless they disband or reform, but no new splinter org tags will be granted. In addition, no Live Events will occur for these organizations in the future.

The continuing story

Another of The Matrix Online's defining and differentiating aspects was its inclusion and emphasis on what was called "The Continuing Story". This is to say the game itself is the official continuation of the universe, story and characters established in The Matrix series of fictional works including the Movie Trilogy, the Animatrix short films, the "Enter The Matrix" video game and a series of officially written and produced Matrix comic books.

This continuation was written by the award winning comic book writer Paul Chadwick and later collaboratively with MxO lead game designer, Ben "Rarebit" Chamberlain. It was also confirmed as having seen verification and input from "Matrix" creators, The Wachowski Brothers, through the end of Chapter 9.

Progression of the storyline

The story progressed in real time, with a planned schedule in effect that included the following:

- Nine new critical missions (three for each of the game's three main organizations) every six weeks, released weekly as part of the game's patch cycle.

- A new hand-drawn cinematic every six weeks to coincide with the start of a new sub-chapter.

- Daily live events.

- Large-scale organizational meetings (one each month).

Chapter organization

The Matrix Online used a system of organization akin to that of software versioning to keep track of its chronological progression. Each "Critical" mission and development is given its own unique tag within this system.

For example: Chapter 1, sub-chapter 2, week 3 would be represented as 1.2.3

It has been stated by MxO developer Rarebit, that this numbering system was meant purely for chronological measuring and game design (for the various rewards associated with completing past critical missions in a system called The Mission Archive). The chapters and sub-chapters are not intended as self-contained units. Rather, they are each equally relevant to the unfolding of the story as a whole.

LESIG program

The LESIG (Live Event Special Interest Group) was originally devised under Monolith's operation of the game and was intended to function as nothing more than a feedback group, giving the developers a clearer understanding of how players were reacting to the large scale Live Events the team were producing.[2]

However, when The Matrix Online transitioned to Sony Online Entertainment the program underwent a radical change in direction as part of similar changes to the other story telling devices, most importantly, the scale and frequency of live events following the departure of a dedicated Live Events Team.

The group were given the new task of playing minor supporting roles (known as organization liaison officers) during future live events[3] or even more permanent characters to enhance interaction between players,[4] essentially replacing the paid staff of the LET with volunteer players.

The story so far

Given the fact the storyline of the game continued in real time and the continuation had been in operation for a number of years, there was a vast amount of happenings for new players and fans of the franchise alike to catch up on. Despite there being an active gameplay mechanic for experiencing past story arcs (The Mission Archive System), a desire to read condensed written summaries was requested by multiple players.[5] In response to this, Ben Chamberlain, then lead designer of The Matrix Online, made a post in August 2008 on the official forums quickly outlining and summarizing the game's storyline to date, both by chapter and sub-chapter. [6]

Server list

During the transition of the game from Monolith Productions to Sony Online Entertainment in August 2005, 9 of the existing servers were merged into 3.

  • Syntax; was a non hostile server, composed of players from the original Linenoise, Proxy, and Output servers. Unofficial RP server.
  • Recursion; was a non hostile server, composed of players from the original Method, Regression, and Iterator servers.
  • Vector; was the only Hostile server. Unlike the other servers where PVP is optional, players were permanently flagged for PVP (player vs player) from the level of 16 and upwards. Vector was composed of players from the original Enumerator, Heuristic, and Input servers.

Closing

Sony unexpectedly decided to discontinue service to the Matrix Online due to low sales in June 2009. Sony shut down the servers in August 2009.

Final Event

A grand finale was planned where all online players were to be crushed, but due to a server glitch, most players were disconnected before the final blow came. What had been envisioned as a last hurrah transpired as a gruesome slide show. High pings and low framerates caused by the developers giving out advanced powers (with graphically demanding effects) and abilities to all players, coupled with the flooded chat interface, meant many players were unable to experience the final event as intended. Because developer level powers had been given to all remaining players, the situation on PvP servers (Vector in particular) meant that players could kill each other with a single hit.[7]

The event itself turned out to be a reprise of several previous events like Halloween and New Years, much to the disappointment of fans who had hoped for something a bit more meaningful.

References

External links


 
 

 

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