This review is written from the perspective of a player that has reached level 17. Any content that Aion offers after this level is not appraised here.
Aion’s 2008 release in South Korea has given NCSoft plenty of time to polish the game for its North American launch, and it shows. Servers are stable, the client runs well, and the beginning of the game does a great job of introducing new players. However, a few weeks with the game expose content and pacing issues that will send most back to the perennial
World of Warcraft. This lack of play variety makes
Aion the pancake of MMOs – starts great, but there’s not enough variety to finish the plate.
Aion sets new technical standards for these types of games. The visuals are without equal, relying more on amazing art direction than high poly counts and lighting effects. The Elyos –
Aion’s pretty race – reside on the inner half of a spherical planet that enjoys direct sunlight. As such, their environments are complimented by crystalline waters and lush trees, painted in broad strokes of green and blue. The Asmodians, on the other hand, get the half with no sunlight, leaving these humanoid demons to romp in areas with scraggly rocks tint-shifted with reds and purples. Each side boasts awesome vistas that handily trounce any other MMO – thanks in no small part to CRYEngine (the same technology that powered
FarCry).
An excellent soundtrack compliments the visuals well. Scored by Kunihiko Ryo – a name that will probably be unfamiliar to players that don’t have PVC schoolgirls on their desks – the music shows impressive range and loops well. A few of the battle songs are so good that I initiated several fights just to hear the rocking guitar licks. While some of the soundtrack can approach generic fantasy fluff, there’s always a twist to keep things interesting.