The hype-o-meter was off the charts just prior to Warhammer Online's release this year, and when the game finally did come out, gamers found it to be a refreshing change of pace at the same time as being a heck of a lot of fun. Unlike so many other MMOs out there, WAR allows you to get into the meat of the game right from level one if you so choose. And what is that meat? Player versus Player combat, or Realm versus Realm (RvR) in this case. With the option to join a queue for an instanced scenario battle from anywhere in the game, and open RvR battlefields located in every tier, bloodshed is always just a short step away. The distinction between PvP and RvR is made extremely clear in WAR. Class balance is not based on 1v1 battles, but rather, group-versus-group combat. The underlying goal of all the factional warfare is to siege keeps and capture territories, which is intended to require the co-operation of larger groups of players, and is reminiscent of Mythic's older and much-loved MMO Dark Age of Camelot. The ultimate glory in WAR is to have the chance to pillage the opposing realm's capital city, loot their dungeons and kill their king – sounds exciting just reading about it, right? Even if you look past the RvR aspect of the game, WAR still brings a lot to the table: Public Quests, which give players a new way of coming together to accomplish PvE goals; the production values and the way the world of Warhammer is brought to life; the Tome of Knowledge, which provides little incentives to achieve things in all areas of the game, and offers detailed lore. Troubled, perhaps. Flawed, for sure. But with a team dedicated to improvements and a fantastic new spin on the fantasy standard, everything comes together amazingly well in Warhammer Online.