Final Word:
With a whole new zone to explore and battle through, a new race and class available to all and the opportunity to hone battle skills and abilities with new items and relics, Labyrinth of the Minotaur is one of the best expansions to have been produced!
One of the more unusual aspects of this expansion is as implied above, each realm has access to a new race and a new class that is to be found in all three of those realms. The new race is naturally the Minotaur, powerful fighters with some skills in magic. They are also as found in legends, half man half bull, and are the only race in DAoC which required you to play a male avatar. The class is the Mauler, a hybrid class that utilises either specific Mauler Staves or Fist Wraps to deliver punishing blows to foes. They also have three magic lines, Magnetism – Snares and roots, Aura Manipulation – Buffs and regeneration spells and the Power Strike line – the art of literally ripping magic power from your enemy, vital as Maulers do not start with a full Power Pool. Each of these is suited to a certain style of fighting and situations.
There have been a number of graphical tweaks and a lot of effort has been made to smooth things out in certain busy areas. The Labyrinth looks dark and haunting and in many places alien, certainly in the Clockwork sections a well done depiction of a fallen, great race. Here and there new art has been incorporated and on the loading pages as you change zones text, tips, myths and funny quotes have been added.
The sound has also been cleaned up and made crisper, with new effects for some combats and older effects overhauled. Whilst there is still no speech within the game one of the biggest gripes over the last few expansions has been addressed. As well as new music for the new zones the older game music also has been refreshed, with new flourishes and touches added or amplified. It is more noticeable in some of the older zones and seems deeper more haunting.
Labyrinth of the Minotaur adds a new level of play to the game, adding in a more focused RvR area has allowed for a more expansive form of play, where people have slightly more chance to get involved whilst also dealing with a Player Vs Environment (PvE) at the same time. For the first time there is a real choice of whether to take part in full on roving groups or indulge in a more solo or small group led RvR situation. This is welcome.
The new area is possibly one of the largest of all the zones in the game, it is possible at times to explore in peace whilst also at other times finding small groups all over the place. It is quite possible other than for having to return topside to deposit any loot you have found to spend days in the Labyrinth alone, whether or not you are on a quest or not. With the addition of a merchant or maybe a realm channeller this zone would be worth the expansion alone.
Labyrinth of the Minotaur is a well thought out extension of the game, it blends in with the immediately prior expansion and adds to the themes started there. It continues the theme of fallen civilisations begun with Shrouded Isles and continues through Trials of Atlantis and Catacombs and picks up the threads of the struggle ensuing to ensure that those in Albion, Hibernia and Midgard do not follow suit. There is an undercurrent of humour in some of the loading quotes, from Monty Python’s Holy Grail through to internet references and internal titbits. ‘Lurikeen make great siege ammunition’.
There is a feeling that this has been planned for a while as most of the rough edges have been smoothed down, there are no real difficulties as it is a solid and highly constructed addition. There are issues in that elements of the high level content does in places force you to gather a group of friends to complete them. Further new players totally to the game may find everything overwhelming at first as whilst it is more coherent than in recent years there is still almost too much choice.
Beyond this, Labyrinth of the Minotaur is undoubtedly one of the better expansions for Dark Age of Camelot. The only question remains is whether those who inhabit the world can make the most of it.
There have been a number of graphical tweaks and a lot of effort has been made to smooth things out in certain busy areas. The Labyrinth looks dark and haunting and in many places alien, certainly in the Clockwork sections a well done depiction of a fallen, great race. Here and there new art has been incorporated and on the loading pages as you change zones text, tips, myths and funny quotes have been added.
The sound has also been cleaned up and made crisper, with new effects for some combats and older effects overhauled. Whilst there is still no speech within the game one of the biggest gripes over the last few expansions has been addressed. As well as new music for the new zones the older game music also has been refreshed, with new flourishes and touches added or amplified. It is more noticeable in some of the older zones and seems deeper more haunting.
Labyrinth of the Minotaur adds a new level of play to the game, adding in a more focused RvR area has allowed for a more expansive form of play, where people have slightly more chance to get involved whilst also dealing with a Player Vs Environment (PvE) at the same time. For the first time there is a real choice of whether to take part in full on roving groups or indulge in a more solo or small group led RvR situation. This is welcome.
The new area is possibly one of the largest of all the zones in the game, it is possible at times to explore in peace whilst also at other times finding small groups all over the place. It is quite possible other than for having to return topside to deposit any loot you have found to spend days in the Labyrinth alone, whether or not you are on a quest or not. With the addition of a merchant or maybe a realm channeller this zone would be worth the expansion alone.
Labyrinth of the Minotaur is a well thought out extension of the game, it blends in with the immediately prior expansion and adds to the themes started there. It continues the theme of fallen civilisations begun with Shrouded Isles and continues through Trials of Atlantis and Catacombs and picks up the threads of the struggle ensuing to ensure that those in Albion, Hibernia and Midgard do not follow suit. There is an undercurrent of humour in some of the loading quotes, from Monty Python’s Holy Grail through to internet references and internal titbits. ‘Lurikeen make great siege ammunition’.
There is a feeling that this has been planned for a while as most of the rough edges have been smoothed down, there are no real difficulties as it is a solid and highly constructed addition. There are issues in that elements of the high level content does in places force you to gather a group of friends to complete them. Further new players totally to the game may find everything overwhelming at first as whilst it is more coherent than in recent years there is still almost too much choice.
Beyond this, Labyrinth of the Minotaur is undoubtedly one of the better expansions for Dark Age of Camelot. The only question remains is whether those who inhabit the world can make the most of it.
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