

Fair warning, though, there are a ton of griefers and trolls. If you're burned out on regular MMOs and are possibly looking for something fresh and different, consider checking the Shadowbane Emulator out, once it's up and running. Many of the issues that caused problems have been worked on, though, and the emulator server should be fairly stable, so having an unplayable game shouldn't be as much of a concern. The game basically was too much for the computers it was on, since back in 2003 computers were a fraction as powerful as they are now. At certain points the game was nearly unplayable because of frame-rate and latency issues, and client crashes were as much an eventuality as the sun coming up in the morning, even at the most inopportune times.

SB was plagued with bugs and issues within the client. Say what you will about its content, WoW is an extremely well-built game. Unfortunately Shadowbane was also opposite WoW in another aspect: polish. But of course, the ever-present danger of losing your own cities means that all actions have consequences. A guild could bring 100 to a fight against 10 (and sometimes guilds will). Shadowbane is focused on endgame PvP through city sieges, resource mine control battles, and random zone/in-town fights (for instance, killing people in merchant/trainer cities was popular because that's easy gold and grief), with a rock-paper-scissors balance that's geared towards large-scale combat, with no hard-caps on numbers whatsoever. WoW is focused on questing, grinding, and raiding, with a large, fairly balanced arena/battleground system for small, even-team combat. Shadowbane was basically everything WoW is not. All the greatest moments I could tell you of things that happened in Shadowbane would be epic battles fought between different nations, all of which was completely player-versus-player (besides siege engines because, well, it's really fucking boring to be a trebuchet). The main focus, and shining point, of the game was large, guild-versus-guild sieges between player-owned towns. Instead of story content (interactive story content, the lore was ludicrously deep, and you could spend hours just reading through class lore), the game operated under a player-driven narrative. You can go here to sign up and get more info (please read the FAQ before asking stupid questions like "when is the game going to be live").īasically, Shadowbane was a PvP-focused MMO with true, faction-less, kill-anyone-any-time rules. A group of former players of this game have been working to get a server up and running.
