Post by Morreion on Apr 23, 2010 8:32:40 GMT -5
Meridian 59 official site
Meridian 59 Wikipedia article
Meridian 59 is an online computer role-playing game first published by the now defunct 3DO Company and now run by Near Death Studios. First launched online in an early form on December 15, 1995 and released commercially on September 27, 1996 with a flat-rate monthly subscription, Meridian 59 is often credited as the first 3D graphical "massively multiplayer online game" or MMO.
Meridian 59 (Eurogamer)
Like Ultima Online, Meridian 59 is skill- rather than class-based, so you're given relative freedom to create, say, a mace-wielding fog-spawner, or a monk-like brawler with an aptitude for transforming elderberries into hearty dinners. The level of choice on offer was a little daunting, so I rolled my default: your basic meat-and-potatoes warrior. Then it was an unceremonious dump into a Raza tavern, where I was immediately compelled to go and visit the local blacksmith. Leather armour purchased and equipped, I breezed through the empty town and ventured into the tomb that was, so I've heard, infested with undead.
Meridian 59, it must be said, looks a lot like Doom - or Heretic, if you prefer, which used the Doom engine in a fantasy setting. Certain characters, like the blacksmith, are static sprites; others, like myself, other players, and monsters, can be viewed from six different perspectives, giving the whole thing a kind of pseudo-3D mien. Despite the 2004 botox jab, the game obviously hasn't aged well, and I must confess to being a little put off by this. It's not so much of a problem in cities or even dungeons, but the wilderness zones, which are essentially corridor mazes with tree textures on the walls, are immensely frustrating to navigate, and I frequently found myself submitting to the moist, pungent maw of a giant groundworm just so I could respawn somewhere more interesting.
Meridian 59, it must be said, looks a lot like Doom - or Heretic, if you prefer, which used the Doom engine in a fantasy setting. Certain characters, like the blacksmith, are static sprites; others, like myself, other players, and monsters, can be viewed from six different perspectives, giving the whole thing a kind of pseudo-3D mien. Despite the 2004 botox jab, the game obviously hasn't aged well, and I must confess to being a little put off by this. It's not so much of a problem in cities or even dungeons, but the wilderness zones, which are essentially corridor mazes with tree textures on the walls, are immensely frustrating to navigate, and I frequently found myself submitting to the moist, pungent maw of a giant groundworm just so I could respawn somewhere more interesting.
Old school!