Fury Features

  • Fury First Look

    Gamespot weighs in with their impressions of Fury from GDC.

    Auran showed only a brief glimpse of the game, which looks as though it's set in some kind of hybrid fantasy universe that's influenced by many styles, including Asian themes. The surprising thing about Fury is that it will feature absolutely no player-versus-environment combat, which means that you won't be running around a virtual world looking to kill monsters or animals.

    More is just a click away.

    Features, Previews
    Fri, Mar 09, 2007
  • Fury Senior Game Designer, Joseph Hewitt offers his take on Fury, the universe and the game industry today. has posted an interview with Joesph Hewitt today. Keep reading to see what they were able to learn.

    What inspires you in game designing?

    My inspiration is really just the desire to create something people enjoy and have fun with. I enjoy playing games and I think it is great that I get to create games for other people to play and have fun with. I love having people tell me about how much fun they had playing games I've worked on.

    My motto is "cogito ergo ludo" which is Latin for "I think; therefore I play."

    Get clicking to learn more.

    Features, Interviews
    Fri, Jan 19, 2007
  • eGames 06: Fury Preview

    PAL Gaming Network has taken the time to preview the upcoming Fury. Keep reading to see what their thoughts are.

    Fury is a game that allows gamers to fully customise their characters in becoming one of the greatest fighters in the universe. Players take the role of one of the Chosen, heroes that have been selected to be reborn due to their previous heroic deeds. The universe that Fury is set in is on the verge of destruction, and it’s up to the Chosen to go round to other dimensions to fight and rebuild the universe.

    Keep reading with just a click.

    Features, Previews
    Wed, Dec 20, 2006
  • Find Out What IGN Thinks Of Fury

    IGN has posted a report of their hands on preview. Find out what they learned when they were given a chance to test drive this upcoming game. You'll love the screenshots that are included with the article too!

    Tony Hilliam explained, "We don't consider ourselves a true MMO - we want to be the best at one thing. We know we can't compete with WoW. They've done a great job with handcrafting content for dungeons and they have a massive breadth of content that we can't match. So instead, we set out to take the basic Battlegrounds concept and improve it dramatically. So that's what we've set out to do. We want to the best PvP game there is."

    Keep reading to learn more. Are you looking forward to Fury? Tell us about it in the Ten Ton Hammer Forums today!

    Features, Previews
    Fri, Nov 03, 2006
  • PC Games Travels to Australia

    PC Games recently made the trek down under to talk with the folks at Auran. Lead Designer Adam Carpenter took some time to answer questions about Fury.

    Is Fury really much different from all the other MMOs out there? What aspects of the game will make long-time RPG fans want to shell out their hard-earned cash?

    I’d really have to say that the question is not “Is Fury much different…”, it’s “Does Fury have any similarities…”.

    Fury is fundamentally a PVP game, but ours is not like PVP in other MMOs where ganking and unfair tactics run rampant. Fury is more like a sports game where competition between players is not only expected but desired. War Zone battles pit two equally skilled teams against each other in a competition to prove who the better team is. Like sports, there are no extreme penalties for losing and whether you win or lose, you advance and can do better in the next fight.

    Read the rest of this answer and more! Do you plan to give Fury a try? Tell us your thoughts in the forums here at Ten Ton Hammer!

    Features, Interviews
    Fri, Aug 25, 2006
  • Senior Designer Joseph Hewitt Talks to has posted a wonderful interview with Joesph Hewitt, Senior Designer for Fury. In this interview we get a look at many of the systems being put into the game at this point. The incarnation system stands out and sounds very interesting...

    Once we decided to go with a skill based system for Fury, we took a hard look at what some of the downsides to it were. Personally, when I play games where I can build my own character, I am always afraid I am making a bad decision that might gimp my character. We decided that we wanted you to be able to rebuild your character anytime you wanted with no costs or penalties. That way we were sure players were free to have fun and experiment. Once we did that it was just a natural progress to say that you could load and save those templates and the incarnation system was born.

    Read the rest of this interview and then jump on over to the fourms here at Ten Ton Hammer and let us know what you think. Are you watching this game? Hope to play it once it launches? Tell us about it!

    Features, Interviews
    Tue, Jul 25, 2006
  • Lord of the Dead Get First Guild Site Interview

    In the first interview granted to a guild site, Auran speaks about Fury and it's concepts...

    LotD has been granted the first developer interview on a guild site, and we decided to put their motto (listed above) to the test. Unlike fansites who just want fluff for an article, LotD wanted to ask the hard questions. Adam answered nearly all of them, and we were very pleased. For those questions that he couldn't answer due to design concepts not being finalized, he promised to get back with us later in the fall with those answers.

    We plan to submit PVP guild related questions to the dev team every few months, so feel free to submit questions you'd like to see us ask.

    Question 1

    Since this game is being labeled a CORPG, it automatically gets put in the same class as Guild Wars. Guild Wars spent a lot of time advertising to the PVP community as "Skill Over Time Spent", and when that turned out not to be true it was a big turn off to the FPS and MMORPG PVP guilds that were lured to the game. Why is Fury different than Guild Wars in terms of "Skill Over Time Spent"?

    Find out the answer and read the rest of this interview before heading to the forums here at Ten Ton Hammer to let us know what you think.

    Features, Interviews
    Wed, Jul 19, 2006
  • Talks to Paul Whipp had a chance to talk to Paul Whipp. Australian developer Auran introduced their upcoming fantasy MMORPG Fury at last month's E3. See what the game's producer had to say...

    FiringSquad: First, how did the idea for Fury come about?

    Paul Whipp: For some time I had been wishing that I could play a game where I would customize my role play characters more freely and prove them in an FPS style arena combat. When I met the guys at Auran games who were already talking about making a sword oriented multiplayer combat game, I knew we could work together to build a great MMO game that would fulfill my dream.

    Learn more about Fury at

    Features, Interviews
    Tue, Jun 27, 2006
  • RPG Vault Concludes Fury Series

    RPG Vault has posted part two of their interview with Lead Programmer Michael Petrou, Lead Designer Adam Carpenter, Producer Paul Whipp and Senior Designer Joseph Hewitt.

    Jonric: Since you previously mentioned trials, which seem to be Fury's version of quests, would you care to tell us how they function?

    Adam Carpenter: As Fury is pure competitive gaming, we don't have quests in the classic PvE sense. Instead, we have trials, which are our PvP equivalent to quests. In them, players are required to use a specific set of abilities in order to achieve the trial's goal. The more efficiently a player uses the avatar's abilities, the faster it will complete each trial.

    Read the full interview at RPG Vault.

    Catch up on the series by reading part one here.

    Features, Interviews
    Thu, Jun 22, 2006
  • The Fast and the Fury-ous - An Interview with Fury Lead Developer Adam Carpenter

    The competion-oriented yet cranial Fury was one of the more interesting titles we saw at E3 2006, and we wanted to know more! Lead Developer Adam Carpenter was kind enough to talk to Ten Ton Hammer's Tony "RadarX" Jones about the competive nature of Fury, showing how the game's fast pace involves more brain work than twitchy muscle memory.

    "We really wanted to emphasize mental skill and decision making instead of manual dexterity. We also found by going with an RPG combat model instead of an FPS model we were able to enhance gameplay. The time that players would spend making dodge/jump/strafe decisions in an FPS could instead be used to enhance gameplay by providing a greater range of abilities and a more interesting combat model. "

    Check out the latest Fury interview with Auran's Adam Carpenter right here at Ten Ton Hammer.

    Features, Interviews
    Thu, Jun 08, 2006
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