Posted May 12th, 2006 by Shayalyn
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Carpenter described the game as all instanced, with common areas where players can meet to form groups or engage one another in consensual challenges, which are essentially duels where players receive no reward or loot, but can test out new abilities, claim bragging rights, or just have fun.
Characters don’t gain traditional experience for killing other players; they recover memories, which help to increase their rank. The game system also maintains a rank that helps match you against players of similar ability when entering combat. Players can choose to enter into a solo combat arena, called “bloodbath,” or form teams. Guilds are also an essential part of Fury, and your guild is ranked in leagues within your realm as well as against guilds in other realms. During team combat, Carpenter said, all gold and items go into the team’s coffers.
One of the finer points of Fury’s PvP system is that there should be limited waiting to gain access into war zones. In other words, you won’t be standing around for 45 minutes to enter a combat arena. “We’ve designed it so that there should be a 4 minute wait max,” Carpenter said. “Our motto around here is, ‘No ganking, no grinding, no waiting.’”
Running on the Unreal Engine, the limited bits we were able to see of the game looked respectable graphic-wise. But, quite honestly, we didn’t see much, and Fury still has a way to go in the development process. “We’re about a year out [from launch],” says Carpenter. “It’s about 90 percent gameplay complete.”
So if you’ve got what it takes to brutally destroy your enemies, and you’re up for fast paced action (which is, Carpenter admitted, probably well-suited for the FPS crowd, although Auran certainly wants the game to have a broader appeal), this may well be the game for you. You can follow the game’s development at UnleashTheFury.com [LINK: http://www.unleashthefury.com], which is newly launched and still a bit sparse, and keep an eye out for Auran’s arrival some time in 2007.
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