New worldPvP quests (or, for those unfamiliar with, âplayer versus playerâ) tend to lead players from different factions to the same area. a passage, we immediately got nervous. We crouched down towards the entrance and, seeing no one deeper inside, we entered. As we got to the mining area, a gunshot passed us. We turned and retaliated, seeing our attackers trying to close the field between us. What ensued was a ranged fight of several minutes, with both sides taking turns shooting the head to fire a bullet with their one-shot muskets. After a good few minutes, we had sprinkled the enemy faction down to a point where they decided to retreat. We returned to mining and before long we came out with our loot and our lives.
Sometimes New world creates those tense moments for players, putting them in situations where sweating is almost inevitable. More often than not, however, Amazon’s new MMO seems to be content to offer the same activities on repeat with little to no variation in their presentation. While some level of this is to be expected with any MMO, New world seems to be suffering from this at an increased rate. It is particularly disappointing because when New world shines, it manages to create a gripping experience that I hope will be recreated in future games.
For a game called “New worldâ, There aren’t many original concepts here. Every element of gameplay seems to be borrowed from elsewhere. The simplest example to cite is the combat system, which makes it look like someone has read “soul memories” and tried to create one without playing one. There are your swinging weapons, magic as well as bows and muskets. For a single player game, the system is pretty basic. But for an MMO, real-time combat was new and interesting enough to make me want to learn new abilities. There wasn’t a time when fighting enemies or players where my gear felt clunky or out of place.
At the same time, I never felt like I learned the pattern of an enemy while fighting him. I’ve always found it easier to tank an enemy’s hit rather than dodge or block it, so I can get a few more hits and end the fight sooner. Without a good lag or Iframes systems, encounters usually boil down to standing next to an enemy while you both deal damage to each other.
Outside of combat, the main activity of the game is collecting and crafting. There is an assortment of different skills in each category, with higher levels allowing players to gather better materials or craft better items. While this system in and of itself isn’t revolutionary, it does provide something a bit unique to MMOs: something to do while you walk. Quests in New world will send you across the map to complete a salvage or slaughter quest and while these aren’t particularly interesting, walking towards them often is.
It’s easy to go on a quest and end up with a full inventory of the materials gathered along the way. With a leveling system similar to RuneScape, it’s almost always worth mining the Iron Vein or chopping down the particularly tall tree on your way to a quest. I fell into a sort of rhythm, where I would do all the quests I could in a city, and then go and gather along the way. Back in town, I would make all of my XP quests real, then I would go do my rounds at the crafting stations to level up individual skills.
While this beat has been fun for a while, there was no variation when I got to higher levels. Eventually you just start mining higher level wood to refine higher level wood to craft higher level ax, endlessly. I’m a big fan of the numbers increase games and I feel good about it, but I like them a lot more when they ask me to find a new way to increase the integers every now and then.
I was hoping the market system would inject much needed motivation into collecting and crafting, but that wasn’t the case either. In New world, players can only buy and sell items among themselves. No NPC is involved. Each colony has market stalls where players can place buy and sell orders for virtually any item in the game. Player factions fight for these settlements and, when in control, set tax rates sales, etc. A lot of it stinks Eve online, an MMO with a similar market system but a better understanding of economics.
In Day before, players can usually only buy and sell items among themselves. Players are also present at every stage of the production of goods, from mining to shipping. As in real life, you will never find an item for sale for less than its materials. In New world, it seems to be the opposite. The materials for making gunpowder were exponentially more expensive than gunpowder itself. Why? Because leveling up by crafting gunpowder is much more useful than having actual gunpowder.
This weird reversal of the standard way of thinking about buying and selling things may simply be the result of the game’s launch, with each player throwing everything into the market for any amount of spending money. But it seems to be a more permanent problem. Since players can switch weapons whenever they want and access any crafting material or recipe with relative ease, there’s no point in not doing it all on your own.
The setting and the story of the game are bland sugar-free yogurt. The player is a crew member of a ship that was sailing to a supposed “new world” and crashed in Aeternum, a realm where people seem to live forever. Of course, there is a force that has corrupted the land and it’s up to the players to fight it. The game is also imbued with what can only be described as a pilgrimage aesthetic. The set appears to be a thinly veiled attempt to create a fantasy MMO set in early colonial America without having to recognize that the continents were largely inhabited before the arrival of European settlers.
New worldthe history of is in tune with its decor. I managed to get quite far in the main quest before I even realized I was even doing it. Its content is exactly the same as any of the multiple side quests available in towns, except that the main quest line involves a lot more walking. The quest revolves around you to fight corruption, but doesn’t really offer any player-specific cutscenes, events, or exceptional events to make you feel important to it. I always felt like the main questline was the real side quests as I tackled quests in an area to gain real experience.
In many ways, the New world looks like a decent homepage Roblox game: full of ideas from others, well put together, and no sticky story. Yet, for all of its flaws, it’s easy to lose track of time in the game. There is a sort of meditative quality about hiking miles away, chopping down a tree or two, hitting a few rocks and hitting a few rocks. soaking up the landscape. Few games have made walking towards goals a worthwhile experience. But when these rides are more interesting than the objectives, there is a problem.
New world was developed and published by Amazon Games. It is available for PC.
Nicolas Perez is a freelance writer specializing in playing too many video games. He was rambling on Twitter Nic_Perez__.