|Calling it "just OK", the aptly-named Out of Eight has awarded a score of 5/8 in their review of D&D Online:|
Once you do successfully start a quest, the classic D&D gameplay comes alive. Dungeons & Dragons Online: Stormreach uses all of the heart pounding excitement of rolling dice (although it does this in the background) found in the original game. I feel that Dungeons & Dragons Online: Stormreach could have been better if the combat was done turn-based instead of real time (like the real game), because the game adds some layers of difficulty that are just unnecessary and annoying. The enemies keep moving around, so you must constantly turn to face them or your attacks and spells will not work. This is extremely irritating: D&D is based off good character creation and some luck, not whether I can turn. You can auto-attack enemies, but you still need to turn, block, use shields, use spells, and dodge on your own, as auto-attacking just means the game will slash at the bad guys as often as possible. Dungeons can contain rest areas that will regenerate health and spell points and serve as a location to resurrect fallen allies. This is a completely necessary addition, as spell points for casters will run out far too quickly. Dungeons are scattered with trucks full of stuff to steal that will go into your inventory. The inventory is not very well organized (see Oblivion for a good inventory) and it’s difficult to determine which weapons you should (or can) use. While you complete quests, you’ll gain experience (although you level up very slowly in the game) that will grant new enhancements and better skills. All of this we’ve seen before in other RPGs, and Dungeons & Dragons Online: Stormreach doesn’t add anything new to the genre, just a marriage of past ideas and the D&D license.