WAR, WHAT IS ITGOOD FOR?
HowNewWorld’s warswork
Thisis trueoftheearly days, at least,
wheneverythingis new and the
islandofAeternum stretches out
beforeyou,beckoning you to explore
it.Butthisis a game of diminishing
returnsthatobstinately
refusestoevolve,and
withthehoneymoon
periodover,I’mlooking
foranexit.
Withitsbeefy
craftingsystem,open
PvP,player-ledwars,
anddynamiceconomy,
it doessomuchright
onpaper,butthereality is a lot less
scintillating:hourafter hour of
runningthroughforests you’ve long
grownsickofseeing, facing the same
enemiesoverandover for most of its
60 levels,prayingfor any kind of
noveltytoliberatethe experience
fromthedoldrums.
IDENTITYCRISIS
Eventhoughsolittle has changed
afterhundredsofhours of grinding, I
stillcan’tsayI know New World. It is
anMMOindesperate need of an
identity.There’sa colonial aesthetic
and old world pioneers exploring a
magical island that looks like a big
North American forest, but those
themes and ideas aren’t really
explored at all. It’s purely cosmetic.
And the PvE quests
and quest-givers that
normally do the crucial
work of fleshing out an
MMO setting do
nothing of the sort.
New World’s quests
are dire. It’s the same
handful of mindless
objectives and just as
few enemy types repeated ad
nauseam, with a structure that invites
exasperation. Instead of popping into
a settlement and grabbing loads of
quests for a specific area, you’ll grab a
couple, run all the way across the
territory to kill ten bison, and then
run all the way back. As a reward,
you’ll be treated to another quest,
sending you back to that area again.
With no mounts and a fast travel
system that charges you currency
with a fixed cap, you’ll be doing an
absurd amount of running around. If
Aeternum was the kind of place that
inspired exploration, this might be
less of a pain in the arse, but these
journeys are devoid of interesting
diversions. Aeternum is a pretty
place, certainly, and for a long time I
was happy to slowly saunter through
its forests and swamps, admiring the
natural world and the occasional
ruin, but there just isn’t much variety.
Combat is in a similar situation,
where the choice to use an action-
based system instead of rows of
hotbars is initially very welcome, but
quickly runs out of steam. Things do
get a bit more challenging as you
approach the endgame, encouraging
you to engage with the system more,
but for hundreds of hours you’ll see
little growth. When you level up you
get more points to put into your
strength, dexterity and so on, but
each weapon type also has an
experience bar, as well as two
progression trees with three abilities
each. You’ll unlock all your weapon
abilities very quickly, however, and if
you find a pair of weapons you’re
comfortable with – I stuck to rapiers
and muskets for most of the game
- you’re looking at hundreds of hours
where you’re just getting the odd
passive bonus and not much else.
With five players and so many
monsters, dungeons – called
‘expeditions’ in New World – are
where the fights are their messiest.
The first trio of dungeons are bland
trips into underground ruins filled
with things you’ve already killed so
many times before, but things do pick
up, with more distinct settings and
tricky boss encounters that require a
bit of planning and communication.
The majority of the fights still just
put you in a big pile of players and
mobs where you can hardly see
what’s going on, but you can expect a
few more thoughtful scraps with
unique enemies.
GRUDGE MATCH
New World’s real appeal, and the
closest it gets to a focal point, is the
faction rivalry. Three factions are
N
ewWorld feels like it’s been algorithmically designed to
ensnare anyone craving a big MMO. It ticks all the boxes
and, as a bonus, smartly takes advantage of the seemingly
inexhaustible desire for new crafting and survival games. It
ensorcells with its many progression systems and has this
impressiveability to make chopping down 100 trees at 2am seem like a
reasonable,evenentertaining, prospect.
WORLD-WEARY
NEW WORLD tries to do a lot of things, but stumbles frequently
By Fraser Brown
Things do get a
bit more
challenging as
you approach
the endgame
NEEDTOKNOW
WHAT IS IT?
Amazon’s attempt at
building an MMO
EXPECT TO PAY
£35
DEVELOPER
Amazon Games
PUBLISHER
In-house
REVIEWED ON
GTX 1080 Ti, Intel
i7-8086K, 16GB RAM
MULTIPLAYER
Yes
LINK
newworld.com/en-gb
1
Oncea territory
hasbeenclaimed
bya faction,it canbe
flippedtoanother
one,butnotwithout
a bitofwork.
2
Completing PvP
quests in the
territory and taking
over forts will
eventually throw the
land into disarray.
3
A single company
gets to take
charge, based on a
lottery that’s
weighted towards the
more dominant ones.
4
The company in
charge gets to
schedule the war and
pick combatants,
which is why it’s hard
to get a shot.
New World
REVIEW