Is there a spirit with a smell?
While waiting for the second closed testing of "Allods Online", players are arguing about just about everything. They complain about f2p for the thousandth time or defend it, invent ways to diversify astral battles and how to best hunt Cthulhu. Of course, a huge amount of kilobytes is translated into discussions about the gameplay. However, what is rarely mentioned in vain is the spirit of the game, its ideological content. And after all, it is one of the strongest in our market.
The "Russian spirit" has lost its former glory and importance among compatriots since the time of Alexander Sergeyevich. Remember what the classic said: "Earlier, they gave a half-kopeck for a ruble, and soon they will give a punch in the face." It's the same with it. If the spirit was once a sign of greatness, national pride, now it more often stinks. Just recall Saakashvili devouring ties on the cover or various "Peteks", where the national color is put on the table and allows developers to lay, put, and compose, rather than create a decent quest.
So when some domestic company claims it will create a game for Russians, I shake my head. It's like betting on big breasts, dismemberment, and a well-known brand—it's impossible to fail. Thus, "Allods" immediately instilled distrust. And the only thing that made me check everything personally and go to the CBT was the name of the developer. Nival, to my knowledge, has never gone for cheap tricks. "Blitzkrieg" is a great series under which tournaments take place even abroad. "Sickle and Hammer" is a deep and interesting tactical role-playing game. Heroes of Might and Magic V, if not the best in the series, is certainly no worse than the third part. And they also have Orlovsky—how can you not love him?! In general, I took the risk.
The Clash of Worldviews
I won’t go on about how the game has a rather pleasant appearance and for some reason looks better in person than in the pictures from the official site. Let’s also skip the gameplay and go straight to the plot and the search for spirit.
As is known, there are two sides to the conflict in "Allods". The Empire and the League. Since I chose orcs, I was thrown into the first state. The trailers often showed birch trees and temples—but there are none here. In the capital of the Empire, there is indeed nothing that could be called a characteristic feature of Russia. At first glance, we see a classic industrial district of an unknown country, in an unknown city.
But as soon as I completed a few quests, talked to the locals, and received new assignments—much became clear. Here we found monuments to leaders, a council hall, and huge fountains near government buildings. There were references to the USSR everywhere. Research institutes of incredible size and apathetic orc policemen, who only know one thing—there should be no violators.
The higher the level, the better you understand that you are in a void here. As a single player, you are of no interest to anyone. You are a screw, a small nut in the vast mechanism of the Empire. However, it’s difficult to fully realize this, and escaping the clutches of the state is now impossible. Firstly, we are constantly indoctrinated that the League is bad. That the League doesn’t let us live as we want. That it is the League that is to blame for all the troubles. The enemy forces us to unite and push the powerful machine of the state forward. Secondly, if you find yourself a bolt of the Empire, then do earnestly spin along with everyone else. Otherwise, you will be thrown onto the trash heap, where even the League will not pick you up.
Such a powerful blow to dignity is covered up by the fact that although alone we are nobody, together we are a force. Moreover, not a foolish or mindless one but a destructive one, guided in a necessary and correct direction. By uniting, all gray, inconspicuous characters become an army that will easily defeat the enemy. An illusion of incredible power and the ability to move mountains is created. Perhaps not single-handedly, but alongside those just like me.
If you end up on the side of the League, everything is quite different. There are no cities here, just tiny villages; instead of military camps—huge beautiful forests. Once you enter the capital, you will see wonderful temples where someone is surely praying.
There’s no need to rush here; it’s as if there is no war, and the Empire doesn’t produce thoughtless soldiers daily who are already attacking our lands. The local people are peaceful and are interested in talking to you, not sending you on another mission for the glory of...
If we refer to history, the League is like Novgorod during the times of Kievan Rus. A free principality with no blind worship of the lord, where there aren’t really many lords at all. A quiet, peaceful country deliberately ignoring many problems.
Your individuality is highlighted here. Why be like everyone else when you can be yourself? But there is no overwhelming power here either; probably, the League relies on altruistic heroes.
A Platform for Creativity
Of course, in MMORPGs, it’s easy to forget about the storyline and recall the style only in rare moments of idleness. After all, players largely shape the world in which they will all live. We know this from several online projects. For example, Lineage II, where each server has a special atmosphere. But "Allods" has an excellent base, a foundation for serious player confrontations.
The problem of unity and lack of spirit, honor, and duty is very painful and relevant for Russia. Westernizers and Slavophiles—they too are partly about this. And the debates continue, especially now, when our country is taking some third path, which is not yet completely clear...
What is closer to you—duty or feelings? Are you ready, for example, to constantly fight for disputed territories, conduct raids on enemy transports, not give an inch to opponents so that your faction is in the lead? Can you fall behind in development, have worse armor, yet always defend the interests of your state? Or is the gameplay you’re used to one where you calmly go about your personal goal, hunt monsters, and occasionally engage in PvP just For Fun.
I remember when I played Pirates of the Burning Sea, Great Britain dominated on our server due to the abundance of Russians in that faction. Many compatriots had become so accustomed to Soviet thinking that they automatically acted in the interests of the state. And while foreigners sometimes refrained from sieges for fear of losing their ships, our players risked everything—just to win. I’m not saying that this is good or bad. It’s just that "Allods" allow players to choose a side based on their worldview. This is very important.
Recall most modern MMORPGs. If there is indeed a division into camps, then one faction is invariably all white and fluffy, while the other wears black, doesn’t wash, and eats babies for breakfast. The delineation between good and evil is a circus at best. There hasn’t been true moral choice.
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And this is merely, as mentioned above, the basics, the foundation for an interesting game. And there is also an engaging plot, not to mention the gameplay. "Allods Online" is a serious project, and the developers are pleasing us by raising important and interesting questions. Sergey Orlovsky has long been saying that games should reach a higher standard. And that metaphysics is not just the domain of literature and cinema. Well, one can only hope that the Russian MMORPG can tell us something new and provide food for thought.
As for the "Russian spirit," yes—it is here. And it is just as it should be. This is not an attempt to play on patriotism but rather an elevation of serious issues. Nival once again proves they are among the best.