Wildstar's greatest obsession is keeping players busy
It has a unique tone compared to its competition, but Wildstar is also very much an amalgam. It's a collection of gameplay and content that may as well have been pulled from a bucket labeled "what fans of the genre expect" — that genre being massively multiplayer online role-playing games in the post-World of Warcraft era. And that's not necessarily a bad thing. The familiarity can be inviting, especially when it allows for more challenging gameplay faster than other massively multiplayer games.

Set in a sci-fi universe rendered with the tone and palette of an ’80s Saturday morning cartoon, WildStar revels in its game-like trappings, and that is its most striking and attractive quality. The game’s two factions – the Han Solo-ish Exiles and scenery-chewing Dominion – are each comprised of colourful and diverse races. Humans are angular, exaggerated and expressive (art director Matt Mocarskicites Pixar, and particularly The Incredibles, as a reference point) while the Chua are three-foot-tall, villainous mouse-people that bound like Looney Toons.

Carbine have tweaked the pre-conceptions of a standard MMO fighting control scheme, having transformed the idea into a fluid and fast paced juggling act. Dodging and diving around the enemy, avoiding their attack which will conveniently paint the floor red to mark danger, while you yourself time and place a perfect hit. No longer are your attacks in the hands of lady luck, the challenge here instead is to learn the art of war and the dance two enemies will often participate in. This new system is not only refreshing but its amazingly fun and I still have yet to find it a chore.

Again, this is all a great testament to the work of Carbine Studios, managing to take simple mechanics and not only invigorating them with new life but actually making them enjoyable in their own right, obviously all part of the plan to bring in as many fans as the servers can handle. From genre veterans to dabblers to complete newbies.