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Warhammer Online: Age of Reckoning

Warhammer Online: Age of Reckoning
Warbox.jpg
Developer(s) Mythic Entertainment
Publisher(s) Electronic Arts
Designer(s) Mark Jacobs
Paul Barnett
Jeff Hickman
Series Warhammer Fantasy
Engine Gamebryo
Platform(s) Microsoft Windows, Mac OS X
Release

Microsoft Windows
September 18, 2008

OS X
July 30, 2009 (Beta)
Genre(s) MMORPG
Mode(s) Multiplayer
Aggregate scores
Aggregator Score
GameRankings 85%
Metacritic 86%
Review scores
Publication Score
1UP.com A-
Eurogamer 8/10
Game Informer 8/10
GameSpot 8.5/10
GameSpy 5/5 stars
PC Gamer (UK) 8.8/10
PC Gamer (US) 86%

Microsoft Windows
September 18, 2008

Warhammer Online: Age of Reckoning (officially abbreviated as WAR) was a massively multiplayer online role-playing game based on Games Workshop's Warhammer Fantasy setting. It was developed by Mythic Entertainment and was simultaneously released in North and South America, Europe, Asia, Australia and New Zealand on September 18, 2008. The game revolved around the continual worldwide conflict that the Warhammer Fantasy setting is known for, and the game is geared toward ongoing, constant war laced with dark humour.

A spin-off, Warhammer Online: Wrath of Heroes, was a free-to-play multiplayer online battle arena game. It entered open beta on April 10, 2012 but was shut down before it left the beta on March 29, 2013.

On September 18, 2013, it was announced by Mythic that Warhammer Online: Age of Reckoning would shut down on December 18, 2013, due to the license agreement with Games Workshop coming to an end. The shutdown took place as planned.

Warhammer Online: Age of Reckoning featured Mythic's Realm versus Realm (RvR) combat system, originally developed in Dark Age of Camelot. This took place within three different racial pairings: Dwarfs vs. Greenskins, Empire vs. Chaos, and High Elves vs. Dark Elves. Although there were only two races per pairing, players could travel to either of the other two pairings to help fight with their friends and allies. There were four types of RvR combat: Skirmishes (random world encounters), Battlefields (objective-driven battles in RvR-specific areas), Scenarios (instanced, point-based battles against the opposing faction), and Campaigns (invading enemy lands and capital cities). In RvR players fight other players and, to a lesser extent, non-player characters.

Each activity generated Victory Points (VP) which measured a realm's progress in capturing a zone. When one realm reached a designated amount of Victory Points in a particular zone, that zone fell under their control and the war pushed deeper into enemy territory. This back and forth struggle for zone control continued until one side held two racial pairings, and the attacking side may sack, loot, and pillage the enemy's capital city. The capture of a capital city was the objective of the campaign. Once a capital city was taken, the attackers were given a period time to loot the city. When this period expired, the defeated players received increasing support from NPC guards until they were able to force the attackers out of their city and close the gates. At this point the campaign then begun anew, restarting the cycle.


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