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The Matrix Online: Revolutions  
by Daniel Robson

Released to lukewarm reviews in March of 2005, 'The Matrix Online' was overshadowed on release by it's Goblin bashing rival 'World of Warcraft'. Most of those who joined the game through the 'friends and family' program complained of massive server instability, game crippling bugs and latency shooting through the roof. Soon all that were left were those sold a dream and a promise, waiting and praying that someone or something would come along and fulfil the games true potential. And now it looks like their hopes might, just might, not have been in vain.

In July 2005 Sony Online Entertainment finalised a deal with Monolith Productions, the original creators of The Matrix Online, to purchase both the game itself and the rights to an MMORPG based on the Marvel Superhero comics. Many characterised this as a cynical ploy on the behalf of Monolith, 'Buy one license to create a successful MMORPG get another failing one free', if you will. But in the six short months that SOE have had control over the game they have shown a refreshing attitude towards it. Removing much of the bloat and cruft of the Monolith team (although necessitating the sad loss of the Live Event Team) has left them with a stripped down development team who are pouring their hearts and souls into fixing bugs, broken game mechanics and long running issues; in addition to which they are also adding new content to the poor fare currently on offer.

The new development team has shown its colours in several encouraging ways thus far. The addition of "Pandora's Box", high level content which binds all the individual elements of the game with a compelling team-based storyline was seen as a boon by everyone; giving high level characters s reason to team up and low levels something to strive for. The lot of low level characters has also been improved since SOE took over. Recent 'district reflows' in the Slums and Barrens areas have resulted n a far more coherent start to the game, with mobs scaling in difficulty the further south a player ventures. The addition of an introductory trail of collectors adds to the already present tutorial, easing the newer players in while explaining important game concept to them. These collectors also provide the new players with reasonably buffed clothing, an improvement over the unbuffed gear the character creation process provides them.

The relationship between the SOE team and the community has certainly been improved recently. On the Forums Walrus, Rarebit, HCFrog and NoRepro are all getting stuck in, with Walrus' community broadcasts and Rarebit's 'ask the devs an MxO question' threads being particular highlights. The development team themselves are supported by an excellent array of Forum mods, including Penguin, Steelrose, Ryujin and Serenity. In-game too 'Live Event' activity has been stepped up a notch. Sightings of the Merovingian, the Oracle doling out cookies and Seraph duelling lucky players are getting more numerous as the team starts to get back into the swing of things. These impromptu appearances are often sparked by events the players dreamt up themselves; the Merovingian tends to gatecrash private parties, for instance.

However the most exciting development at the moment is the imminent 'combat revision', or 'CU 2.0'. Those familiar with SOE's handling of the combat revision for 'Starwars Galaxies', and their more recent NGE for the same, may be shuddering in horror right now; and indeed many veteran players are declaring this their make or break moment. However what little has been seen so far is encouraging. The removal of Zero Sum combat allows groups of lower level players to take on a far higher level NPC and win, while the addition of a second hotbar to the user interface is welcomed by most players.

Other element such as the tuning down of hackers (The Mage equivalent) and the addition of Melee Free Fire look very promising. Indeed in the brief period that the test servers have been on-line, many players have expressed delight at the way in which Martial Artists and Gunmen play a much larger role in the game, and how surprisingly well the Free Fire Melee fits with the current 'Interlock System'.

The most important thing for the community, however, is a statement issued by Rarebit in answer to a question by "Talauntiar" . He declared that:

"I'm going to jump ahead and answer this one, because I think it's very important. In fact, I asked out producer the same question in a full team meeting two days ago. His answer was that if after all the testing and tweaking and bug fixing that we can possibly do, you guys as a group still aren't comfortable with the revamped combat system, then we drop it and move on. That's it."

Although still early days yet, the future is looking bright for this much maligned game. The hope among the players is that once the game is in a fit state to be played that it will be re-released with the full force of SOE's marketing department behind it. Backing up this hope is the news that boxed copies have recently been recalled from all shops; potentially for a rebranding by SOE before a big marketing push once the Combat Upgrade goes live. Though The Matrix Online has recently come through some dark and shaky times, it truly looks as if it may, at long last, be finding it's feet.

About the Author

This article was written by Daniel Robson, part of the "Halfwit Game Reviews" team. You can find out more on us on the Halfwit Game Reviews page at Shock Therapy productions

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