It's an MMO, with PVP and RVR, but WAR just doesn't have that WoW factor.

User Rating: 9.5 | Warhammer Online: Age of Reckoning PC
For a very long time, Warhammer Online was to be the holy grail of all things Massive, the internet juggernaut that would crush the imperial World of Warcraft franchise. Whoever thought that was stupid. Warhammer Online is not WoW. Sure, it has borrowed a great deal from that venerable title, a strong User Interface, great support for customization via addons, great stylistic graphics, and intense gameplay.

It has improved on WoW in various ways. PvP is now tighter, with instances that you can queue into at any point, and that dump you out exactly where you entered them (a great improvement). There are more PvP zones, focusing on all levels, and the balance between characters is better (though it is still unbalanced - keep in mind WoW has been out for nearly half a decade now, and WAR is quickly becoming a balanced game). The action is faster, though the deaths take longer (one shotting is no longer possible), and even healers feel like they are adding to the cause as more than just "heal bots".

For PvE there is the typically level grind, spiced up with "Player Quests" - raid type activities which don't require a raid (or even a seperate instance - they occur outside). Zones are overflowing with quests and they do a great job of leading you from one quest hub to the next. In addition, quests now outline sections of the map to let you know where best to hunt for the objectives, a welcome addition that gives you a hint, but doesn't lead you by the nose in alot of instances.

Where does WAR fail? It's decentralized. There are only 2 main cities as of this writing - Altdorf for order and The Inevitable City for destruction. They are in no way as easily accessed as the World of Warcraft cities, but they fulfill the same functions as auction houses and guild registrar. They should be centralized hubs, but they fail at this task because, while they are both huge and have a number of interesting attractions (there are innumerable quests inside the cities themselves), they feel removed from everything. They feel like (and are) keeps, designed as RvR areas more than as living, breathing urban areas. In addition, there are few other real "urban" areas in the world, and you jump from quest hub to quest hub, which mostly involves a tent or two and a handful of pc's and don't have the same charm or gathering power as a Goldshire or Lights Hope Chapel.

War is an excellent game, with it's own style, feel, and purpose, but if you're looking for a WoW clone, there is already one on the market. It's called World of Warcraft.