Fury: Hands-On from AGC Lead Designer Adam Carpenter gave Laura Genender some hands-on time with Fury
My Fury tour started out with a battle; one of the main strengths of Fury was how quickly I was able to get in the action. After making a quick character selection where I chose to be a healer – I’ll get more into character ‘speccing later – my team, made up of Auran developers and QA people, was transported in to a Vortex type match (there are four match types: Vortex, Elimination, Blood Bath, and Fortress. Read more about them here against a similarly composed team. By chance, our first team composition ended up being extremely healer heavy. We still performed surprisingly well, as most teammates could heal each other if we got hurt and, if not healing, we could fire off minor damage skills. The way that skills work in Fury is very different from other games, though intuitive and easy to pick up. Though I had a mana bar, I never once looked at it. Instead I was concerned with building up charges. All Fury spells belong to one of four disciplines: Life, Death, Growth and Decay. Using less powerful skills will build up charges that more powerful skills require to use. Note that the disciplines are opposing, and gaining a charge in Life will decrease a charge in Decay. Playing as a healer, I had an instant cast 80 HP heal that would build up one Life charge. Once I had three Life charges, I could use a 300 HP group heal. The best tactics you can develop in Fury are spell spamming, but be careful to keep track of your charges!
After examining the pre-made builds, I decided to try a rogue type, made a couple changes to my skill list and hotkey bar, and jumped in the game. The rogue character was seriously lethal – using a charge type skill I could close in quickly with the enemy and start firing off Decay attacks. Once I built up 10 charges I could use an extremely lethal skill which decreased my target’s HP by 30% of their maximum – this skill was my favorite final blow.
Fury’s art and graphics were absolutely stunning. The world actually felt organic and lifelike; while I was walking around I caught glimpses of birds swooping across patches of sky, and close examination of the ground showed spiders scurrying across the grass. While this was never obtrusive or the focus of the game, I constantly noticed these polished details, both in town and in battle. Overall, Fury looks like it will turn out to be a fun game, though not a full time MMO. There are a lot of similarities between Fury and Guild Wars, though Fury lets players get into the PvP action much faster. When asked what their business plan will likely be, Carpenter said that they were not yet decided, but it was unlikely to be a full monthly subscription like World of Warcraft or EverQuest and equally unlikely to be feeless like Guild Wars. You can comment on this article here. |