When we finally did leave town we were a bit concerned. The player population at the moment isn’t that huge. Couple that with the size of the world, and you’re setting yourself up to rarely see another player. After a couple unsuccessful tries and some time learning the odd invite system, we managed to get a group.
This is a good time to point out that, frustratingly enough, this is a critical step - soloing doesn't seem to be much of an option. Vanguard practically forces you to party up, and further forces the players to get along with one another. It's not just due to an onslaught of quests that had monsters respawning much quicker than a single player could kill them. That's here, but it's deeper than that. For example, the MMO staple "instances", in which a game creates a dungeon or battle just for a small group, don't exist here. It's the quests versus everyone at once, and everyone at once vs the quests, for better or worse.
Telon is gigantic. The idea of playing in a world that feels equal in size to the one we live in is astounding. Moreover, it's an outright visual treat. When we were first given the opportunity to peer over a cliff and see a bayside city, we were astounded. There is quality in architecture that we hadn’t expected to see even from up close, yet we were seeing from far away.
Vanguard has everything to offer. Every inch of landscape is worth stopping and looking at, whether it be a gigantic stone cliff or just the blades of grass on a hillside. However, this vision shattered when we attempted to run the game on a machine with less juice. Vanguard chugged on a rig that had anything lower than a dual core processor and a 256MB PCI-E card - it puts your hardware to good use, but requires plenty of horsepower.