WarCry's Official Requiem: Bloodymare Review

Suzie Ford | 13 Aug 2008 15:51
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Requiem: Bloodymare Review
August 10, 2008

Requiem: Bloodymare, developed and published by Gravity Co., launched in mid-June. Long before its official release, developers set out to show Requiem as different from its more traditional MMO brothers and sisters by proclaiming it a "horror based" MMO. Additionally, Requiem: Bloodymare has become one of the new breed of MMOs storming the market in the last year or so. It is a free-to-play MMO but with certain enhancements and products that can be purchased for real world cash. In other words, Requiem uses the "microtransaction" business model.

We'll be taking a look at Requiem: Bloodymare from several different angles: Story, Races & Classes, Beasts, Graphics, Game play, Basic/Premium Accounts, the Item Mall, Fun Factor and Fan Reports. So as Caine from the Diablo series always says, "Stay awhile and listen."


Story, Races & Classes
The world of Requiem is a post-apocalyptic one in which horrific monsters roam freely across the countryside. In a nutshell, three races have banded together using technology, or Ioxenic, to enhance their own genetic makeup into what are now called "Temperions". All races are Temperions with different classes to make them unique and different.

Added to the base class, each race has other "jobs" that can be added as the player levels up. For instance, the Bartuk can choose to become a Shaman or a Berserker in later levels.

The three races are:
" Turan, the most human and most 'balanced' of the three. Turan classes are Templars or Defenders.
" Bartuk, a brutish race known for high strength and endurance. Bartuk classes are Warriors or Shamans.
" Kruxena, resembling vampires and are somewhat uncooperative. They are physically and mentally superior to the other two races. Kruxena classes are Rogues and Soul Hunters.

Each class has a host of skills from which to choose but players need to be careful about their choices. Level up only yields a single point which can be spent on skills from the local Temperion Skill Trainer.

One interesting facet is the DNA system where players can add up to five skill enhancements to their character's DNA. These enhancements are expensive but add nice benefits to existing skills such as more power, faster skill cooldown or duration.



The monsters in Requiem are cool and interesting to look at if you have enough time to do so. At the beginning, players must "aggro" monsters to enter into a battle. This affords players a chance to see exactly what they're made of and, believe me; some of them are ghoulishly creative.

Later on in the game, it becomes wiser to take screenshots of memorable looking monsters since the AI takes over and mobs will run at a player without provocation other than wandering too close.

The monsters in Requiem are tough and have some powerful attacks. One annoyance, however, is that they can attack a character from unbelievable distances. It's not a two way street either. While my Bartuk warrior, Micha, could easily be attacked from 15m or so, she certainly didn't have the luxury of attacking from that distance. So running away from a particularly difficult battle doesn't always work very well.

The variety of monsters, at least in name, is impressive, though as one progresses through the game, the same monsters appear with different names. Still, even if the -look- is the same, the "new" monster definitely is not. Skills, hit points and abilities definitely ramp up accordingly.

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