Sep 13
Fury Building
One of the most surprising experiences I had at PAX was my funfun happy time with Fury. I mentioned it in the PAX Massive, but it’d be understandable if you didn’t fully understand what it’s about. Here’s an attempt at a brief description of the game:
Fury is a Massively Multiplayer Online Game that attempts to bridge the gap between the RPG and FPS genres, leaning more towards the FPS side of the equation. Players take on a character-less avatar who participates in purely PvP confrontations. There are several different spheres of powers, each tied to a particular color. Each color roughly corresponds to an RPG trope (Red = Fire, Green = Nature). Within these colors, you can specialize into any of the standard MMOG roles (Blaster, Melee, Healer). Characters are not tied to a particular color or role at any point in the game; simply by loading a saved template of combined abilities and equipment, an entirely new role can be adopted with the same character. It will be purchasable in stores, but once you bring the box home it will be free to play. A fee service is available for additional conveniences and access to more ‘ranking’ elements.
There it is, in as tight a nutshell as I can manage. So, what’s it like to play?
The first character I grabbed control at PAX was a melee character focusing on purple powers. These are ‘Dark’ powers, and many of the higher-end ones seem to focus on DoTs. You spam your lower-level powers to build up charges to reach your higher level ones, and with my focus on melee this should have been a tantalizing combination. (Sword, Sword, Sword, Poison, Sword, Die) I had kind of a rough time of it, though, and found myself a bit dissapointed.
The game we were playing was a modified form of CTF. Each team had a sort of ‘crystal grove’ area in their base. It started empty. In the middle of the map was a wide open space, where (at regular intervals) weird little flying creatures would appear and hover in a tantalizing fashion. Once killed, they’d drop a crystal spore. A player picking up the spore was essentially grafted to it, as it prevented using combat abilities and turned the avatar’s appearance bright white. At that point it’s pretty standard CTF; the crystal-bearer legs it for the base and if she makes it in the team scores.
As a melee guy, I kept heading up to the crystal bearers only to find my furious hacking wasn’t as effective as I might have wanted. The speed buffs high end characters (which we were playing) had on meant that my hacks were mostly whiffing on air as the crystal bearer juked and turned. Even dissapointed like that, I was having a pretty good time. I decided my weakness was strength, and became a crystal runner. We ended up squeaking out a win.
After that I hopped to another avatar who focused more on green ranged attacks, with a very few purple strikes for close range. That was much more to my liking. Not only did I have some great sustained DPS, but I had a nice heal I could drop on a fleeing crystal carrier. I played a few matches with her, and they were tense experiences. Most of us playing had come to understand the game better, and as a result the action tended to be tight up to the end.
Most of those games, for me, was spent acting as a roving crystal-killer. Any time I saw an opposing team member with a glow I’d swoop in and try to burn them down as quickly as I could. A really nice root helped with the issue, and I had a lot of success with “Snare/Dart/Dart/DoT/Dart/Dart/DoT”. It’s not advanced strategy, but it is strategy. And it was a lot of fun. There were many opportunities where players would think they were outdistancing me, just outside my range, when I’d drop that root and burn them out. Hilarious.
Overall it was a brainlessly fun experience. Since everyone playing was very much a newb, there were fits and starts to the action as people figured out powers and controls and such. There were some thinking elements to it: I felt like there would be a lot of ‘aha’ like that in proper play, but on a broader scale. Players comfortable with their powers and controls wouldn’t have to figure out the basics, but every match would be different; working out the kinks in an opposing teams strategy and that sort of thing.
Since PAX I’ve been playing in the Open Beta, and that’s been a very different experience. The tutorial is quite good, and explains the concept in really basic terms for someone who may not be sure what it is they’re doing. There’s even a bit of backstory to the game that I had missed at PAX; you’re an incarnated soul of a dead warrior. All your abilities are actually memory-imprints of battles and foes that you faced down in your previous life. It’s not much, but it is kinda interesting.
Low level play is considerably different than the high level variety, of course. Which is to say: I died a lot. They’d just added a new gameplay type when I started the Beta, called BloodBath. A free-for-all, it requires you to collect tokens from your slain foes. You can hold up to three at a time, and holding tokens gives you some boosts and perks. I did quite poorly on that one, as I was still futzing around with my build.
After BB, I settled on a red melee/ranged combo that served me a good deal better in my next set of encounters. Those were in more traditional team vs. team matchups. Players couldn’t rez unless a member of the team had the right ability, and those went by very quickly. Being able to respond in kind to either a ranged or melee attacker was really nice, and I feel like my skillz are improving. In many ways, it was a lot like Guild Wars.
… now where have I heard that before? Oh yeah, Brent had a thing or two to say about my observations on Fury from PAX.
If [the topic of Fury had come up at AGDC] I’d have been kind enough to inform him that Fury isn’t a Massive title anymore than Starcraft, Supreme Commander or Diablo. In a Ten Ton Hammer interview Lead Designer Adam Carpenter said, “What we really tried to do with Fury was create a new genre by blending the best of the FPS with the best of the RPG elements together and make something new and fresh.” What he probably meant to say was, “We stripped the adventuring instances, storyline, NPCS, and quests out of Guild Wars, and created Fury.” … Based on what we have seen to this point, Fury has all the RPG qualities of Unreal Tournament, meaning, none at all.Â
Le sigh. Brent uses the term ‘Massive title’, and in every way shape and form, Fury is a MMOG. It’s a MMOG much like Guild Wars is a MMOG, but I consider both to be within that category of games. Why are people so stingy with the appellation? Why do Massive games have to be this elite club? Just because we have a couple of million-subscriber behemoths walking around in our backyard doesn’t mean we can’t make room for the angry terrier on the front lawn.
Now, as he says further down, there is no PVE/exploratory aspect to Fury. Guild Wars has one, and does it really really really well. That said, I don’t understand why he’s hating on Fury’s (admittedly thin) RPG elements. Equipment? Customizable hotbars? Metaclasses? It’s not Oblivion, sure, but it’s also not UT2003. They’re ‘taking the best of the FPS with the best of the RPG’ … okay, I think the best parts of RPGs are the story parts. So maybe that line is a crock of shite. BUT, there are definitely RPG parts strapped onto this primarily FPS title.
As I said in my PAX post, I really do think this thing has the potential to get an audience. Not a big one, maybe, but an audience. It looks really good, it plays really fast, you can play whatever role your team needs on a given day, and you don’t have to worry about a long level-grind before you can participate.
My big concern (and I think you’re going to hear a lot about this from me in the near future) is one of price. Given the tissue-thin RPG elements, I can see there being a really low boredom factor. Free is good; free is great. But if you want more Runescapers to hit your servers, my recommendation is to look for a pricepoint lower than the standard $60 PC title. I dunno about you, but when you’re talking about a Massive game I always think the price vs. volume discussion should lean towards volume.
6 Comments so far





Fury is a fun game to play while it’s in Beta, we’ll see whether it survives once they start asking for money…
Personally I have a lot of fun playing a healer / lifetap type, and my only quibble is they don’t have VoIP working over their system yet (last week anyway), and that gives a tremendous advantage to guilds and organized players versus random PUGs.
In my opinion support to grow new guilds and groups, and in-game support of what used to be guild-only options like voice chat, is the only way to get casuals ilke me to sign on for a pvp game. In the short run we might pick it up and enjoy it on a limited basis, but if we can’t get into a winning group once we learn our class, we aren’t likely to sign up for a long time.
I’d like to see Fury fix these issues and convert to a micropayment/subscription system… I would sign up to play it for 10 dollars a month right now, but I won’t pay 40-50 dollars to buy a retail version for this.
Funny, I’d rather lay out a one-time fee for a game than pay an endless subscription fee, the cessation of which would bar me from access to the game. Or would you only plan to play the game for a couple of months, and then hang it up forever? I like to put things down, then pick them up for play again some time later. I’d hate to have to lay out ten bucks to re-up every time I wanted to play for a night or two.
Matt: I totally agree. I just think $60 is a lot for what they’re offering here. I could much more easily see $40. Or even (if they want to go micropayments) $20 for the box and then something really small for an access fee. Like 10 cents an hour, or something? I’d probably pay that.
Okay, where is this $60 number coming from? I’ve never seen a PC game for over $50. Is this something new that is going to cause me to froth at the mouth the first time I see it slapped on something I want?
I’m just rounding. According to Amazon it’s retailing for $50 plus tax; it’s about 55-60 bucks.
It all depends on your definition I guess and semantics have never been my strong suit. I see Fury as being similar to Puzzle Quest in that it takes well defined game genre’s and mushes aspects of them together to try and generate a fun experience. I think it has enough in common with MMO’s that using that term to describe it to people is valid (Account creation, Log In, Avatar creation, Levels, Skill bar similar key/mouse interface etc), but that doesn’t describe the whole game… for that you need to add more detail, for me, though its a good starting point. And I think the MMO genre is broad enough to have titles like Fury as part of its ranks without causing anyone any pain.
I’ve also been in the Fury beta and recently signed up for the Fury Challenge. I think the game has a lot going for it and hope it does well (especially as I’m an Aussie and like supporting the ‘home’ team). There have been a lot of complaints about performance issues and my understanding is that the release dates will be pushed back to allow this to be tackled.
I’ve really enjoyed the couple of bloodbath and elimination matches I’ve played… but I’ve crashed out too many times… and I understand that its in beta so I’ve given what feedback I can then uninstalled it from my PC… I’m hoping things get sorted by the time its released. The games relies a lot on having a large player base for player matching… so a poor showing at launch could hurt everyone’s experience of the game.
My issues have been around the performance and interaction of the client. On my PC it automatically determines that it can’t be run in Hi Spec mode and sets itself to the low spec renderer that I can’t change… while I understand this for a PvP game of this nature, why can’t I at least play with the settings till I get it how I like it, I find it annoying that it limits my options that way (similar to Tabula Rasa but at least I have a custom option that gives me some control). The low spec version looks awful and I don’t understand why even in low spec I get low frames per second while games such as Guild Wars I’m running maxed out with no issues (OK so GW has had longer to get the performance right, but it was pretty to look at at launch and still ran fine then too). The patch installation process is annoying as it doesn’t give you a progress bar for how long the patch will take to install once you’ve downloaded it. It takes ages to find join a match… time when you don’t have much to do unless you join the queue and then go shopping or create a new build… but then you get interrupted as the match starts and often don’t get to complete what you were doing. So I end up just running around or playing Bomberman or something on my DS till the match starts.
The tutorial is a bit limited and only gives you the bare minimum, it doesn’t really have a nice intereactive lead in to the game… I’d like to see starting players given the option of trying out the match types in a ‘bot mode’ where you face off against bots that allow you to learn the ropes without letting your team mates down (not an issue for bloodbath as it all vs all - but vortex and elimination are team based).
Anyway, that’s a bit of war and peace, so I’ll stop after this… I just wanted to say that I agree that the game is a blast once your playing a match and I prefer it over Guild
Wars PvP as its faster paced and gets the adrenaline pumping… but it seems to cater only to those with high end PC’s (another example of not learning from the example of WoW). I have high hopes that this will be fixed in time for release but I’ve been disappointed before.