Like I've said before, RIFT is pretty much like World of Warcraft; and any other MMORPG for that matter. Yes, you can tout all the differences between them, but, at the core, its the same kind of game. It's like comparing a Toyota and Honda sedan. You can keep holding to the minute detail that convinces you that one is better, but it's pretty much the same thing and does the same function. Games don't have to be extremely different from one another to be successful and a game just has to stand on it's own.
In fact, RIFT's being like WoW is part of what can make it a success. With little difference, switchers will have no difficulty at all getting used to the game. I certainly got used to the interface very quickly and everything just felt nice and familiar. Kudos to Trion in understanding this.
I decided to level from scratch again, mostly to see if anything has changed there, and also to try to level crafting simultaneously. The most I've gotten is level 32, and my armorsmithing and mining skills were about on par. Granted, I've neglected my weaponsmithing skills, but that probably was a mistake to try to level 2 crafting skills with such a short time alloted for play.
Creating the Character
For each faction, you basically end up choosing one of three races; an elf, a human, and a giant(defiant) or dwarf(guardian). Racial abilities can help determine your choice if you have planned your character ahead of time, but the choices are mostly cosmetic.
What the game does lack in race choices, it tries to make up with a lot of customization options. Again, personalizing your character is great, but most of the time, such minute details are not clearly visible unless you look really close. Or go around without armour. Even then, your choice of makeup colour will probably largely go unnoticed. Still, the time invested in making your character is probably well spent seeing they cannot be changed and you will probably be playing this character for quite a while because of the class system.
![]() |
| Unlike some games, this one does not have a bust size slider |
New players will have a bit of reading to do though. Because each 'soul' of a class (equivalent to a talent tree in other MMORPGs) can be a primary, they come with a lot of redundant abilities. By level 6, a warrior will end up with 3 main strikes that appear to do pretty much the same thing. Before the action bars can fill up with redundant abilities, one has to choose which one is appropriate for use and ignore the others. Things become simpler once more points are put in. But, because you can't put in more points than your level in your main soul, some more redundant abilities might open as you put points in a secondary soul.
![]() |
| A sample soul. Yes, I like warriors. |
The World of Telara
Telara is big. Really big. Kudos indeed to those that devoloped such detailed and massive landscapes. It is clear that a lot of time and effort was put into making as immersive a world as possible. Exploring is definitely something recommended to do between leveling and rift events.
One of RIFT's big selling points is a dynamic world, and it shows. Terrain can change depending on what is happening; one town may be successfully invaded by undead and the ground will turn from lush green to charred black. NPCs will also be killed and unavailable until the invasion is repelled. Yes, this includes quest givers. So best to make sure your quest hub has the right NPC in charge.
![]() |
| Hmm....people in this hub seemed to have lost a lot of weight. All skin and bones now. |
RIFT is a graphics intensive game. At Ultra settings, I was barely eaking out 10fps. My gaming machine is hardly top of the line, but it is no slouch either. I needed to set it to Low in order to get a playable framerate. Draw distance is one of the biggest culprits here, as well as texture detail. Now I could go out and get a better graphics card, but that would be quite an expense to play just this game since all my other games play just fine with what I have.
![]() |
| Such large and detailed world around me. Now if only I could move. |
Fortunately, the game is still visually appealing at low settings. You just don't get to appreciate the world around you until you are much, much closer.
Telara being a massive world is a great thing, but there are few ways to effectively get around the world. Going from one quest hub to another is linear enough and, thankfully, there are places to sell junk to in most quest hubs so you can free up the inventory for important items - or more junk - as you quest. There is just no quick way to go from one quest hub to another until you reach a city/town that has a portal that links to the main city.
![]() |
| I am sooooo far from where I parked my car. |
Luckily, dungeons help a bit in that everyone can be zoned into the dungeon when one person enters. But someone still has to make the trek to the dungeon in the first place for that to happen.
Rifts and Invasions
So I've mentioned rift events and invasions a few times. The title of the game is also what drives the game world. At random times an places, rifts will appear and spawn a certain event. It could be waves of monsters or it could be a puzzle event of some sort. Most rifts also spawn invasion forces that make for a particular town that can be defended. There will always be rifts and invasions around and players can also force a rift open if they see a tear in the fabric of the world. Conveniently, all these can be tracked in the map and you can even see where a certain invasion force is going. Some rifts and invasions are easy to deal with and some have elites that will take a group of five or more to kill.
A few times a day, a massive invasion event will occur and a zone-wide quest becomes active. Everyone in the zone can do this quest and help bring this invasion to a close, which usually means beating a boss monster at the end if the first set of conditions are met successfully. Participation in these events provide rewards of various loot and currency for powerful items as well as experience. It was very easy to level by doing just rift events, but that may change in the live game.
![]() |
| Charging headlong without much backup isn't normally a good idea. But there's loot to be had. |
The rift grind will happen early on as well. Pretty much as soon as you leave the starter area, there will be a rift or two nearby to defeat.
Because the RIFT beta was divided into events rather than one long testing phase, there is no telling how long it will be before the spectacle of rift events becomes mediocre or tiresome. How much can one stand when the maximum level is reached? Are there going to be more varied rifts to keep things interesting? Considering the game has an end boss already defined, can they stretch out as much as they can until the inevitable confrontation? Can RIFT keep me interested two, three, twelve months down the road? Sadly, there is no answer to that because....
End Game...or Lack Thereof
There is no information whatsoever about life at level 50. The last beta event only had leveling go to 42 and nothing about the end game has been addressed a week before the official release date. From what I've understood, the end game is currently in the alpha test phase with a lot of changes still to be made. This does not really bode well as it implies that there will be beta testing before any end game content can even be released.
This is probably the most unsettling thing about RIFT and the most glaring flaw. Unless they change leveling, it will take me only two, maybe three weeks to reach 50. PvP is certainly an option, but I'm not a big fan of PvP other than a way to pass the time. The game world needs to have something to keep people involved and it needs to evolve itself in order to provide lasting entertainment. The MMORPG grind is perfectly fine as long as there is a goal. What is that next challenge in the horizon? What am I getting all this gear for?
As it is, the uncertainty has kept me from pre-ordering the game. I just cannot justify $50+subscription costs if I cannot be sure I will enjoy the game at max level. The game is fun while leveling because it is new, just like any new game. Things start changing when the leveling is over and there is the need for new goals.
![]() |
| Big ugly mob looks like it's as tired of seeing me as I am of seeing it. |
At the End of the Day
RIFT has what it takes to be successful, but it is not a revolutionary, nor is it even an evolutionary game in the genre. It offers some neat mechanics that makes it stand out and the world of Telara is very immersive and is helped by it's dynamic nature. I certainly will be paying attention to how the game pans out in the next few months.
It is really only the lack of an end game that would keep me from recommending it highly to people - or even to pay to play it myself. The fact of the matter is, the beta events appear to be a mere marketting ploy to get as many pre-orders in as possible. And it certainly has worked. Without an extensive beta test, only the early parts of the game can be seen, and the game excels in providing a great leveling experience. To say RIFT is better than the competetion is a bit of a stretch when all I've gotten so far is the feeling of excitement that comes with a new game.
![]() |
| Just a gratituous screenshot while mounted |








