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After a millennium of strife, toil, and struggle, the world of Aerynth suffered a massive catastrophe from which it has yet to recover. You must choose how to survive in this new and treacherous land. Whether the path is to quest alone, build a city, rule an empire or siege enemy kingdoms, you are empowered to follow your calling.
Only in Shadowbane, can you truly change your world.
Wolfpack's idea of a MMORPG is unique and wonderful, and in some areas they delivered perfectly; in others, the delivery was a big letdown.
Shadowbane has jolted much-needed new life into the massively multiplayer genre - a genre that was showing every sign of being drowned in a flood of derivative games. It's a brave attempt at something new, and it succeeds. [July 2003, p.70]
Has the most ambitious plan for post-treadmill play of any MMORPG released to date. [July 2003, p.71]
Disappointing. Not for newbies or those looking to jump into established worlds.
The player guild experience is the Shadowbane experience. Get involved with a good one and depth of gameplay becomes clear. Get involved with a bad one and you'll never get past the same old monster farming you've seen before. [July 2003, p.68]
The combat and chat systems seem to be adequate, and the experience apparatus will satiate the level-hounds out there; but all told, Shadowbane is decidedly average. [June 2003, p.117]
While it’s simple and easy to get into, Shadowbane seriously lacks the depth and long term appeal of titles like "EverQuest" and "Star Wars Galaxies."
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