Conclusion
Graphics
Powered by the Unreal engine, Wheel of Time features some of the most stunning graphics I've seen yet in a first person shooter. At E3, I played a deathmatch in what was supposed to be Shadar Logoth, and it featured some moody, dark scenery combined with snazzy use of reflective surfaces. Combined with all the colored lighting from the spells flying around, it all meshed together in a visually stunning package. Besides Shadar Logoth, home of the Hound, Legend promises to include the home fortresses of the Forsaken, the Children of the Light (Fortress of Light), and the Aes Sedai (the White Tower). They'll also be including maps from other locales in the books like the Ways and possibly the capital of Andor.
![Wheel of Time Preview [ Beautiful architecture @ 640 x 480 ] > View Full-Size in another window.](images/e-s.jpg) Beautiful architecture
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Play balance
Gameplay was fairly fast paced, and the ten minutes I spent deathmatching mainly involved firing spells at one another, probably not indicative of how gameplay as a whole will be. Yes the Children of the Light will be able to use ter'angreal as well (this should strike any Robert Jordan fan as very odd), a concession to game balance and design that will be explained in the game later. Apparently there was just no way that swords and other hand to hand weapons could compete fairly with powerful spells.
![Wheel of Time Preview [ A map of the world @ 640 x 480 ] > View Full-Size in another window.](images/f-s.jpg) A map of the world
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Summing it up
Overall the Wheel of Time looks like it will be a fitting tribute to the franchise started by Robert Jordan and his fantasy novels. Fans anxious for reports on game progress can check the
official site for regular updates from the Legend team. Expect the game out in September of this year.