![]() On top of that, you can even split up the work among players if you have people to play with, creating a sort of micro-economy of item acquisition and creation. Fortunately, that worrying was largely in vain, as the leveling process for each individual skill is strung together quite nicely. While I’m not new to this process as a whole, I can’t say that I’ve ever seen a game specifically create a skill level for every single part of the crafting process (or at least not to this degree), and it, quite honestly, had me a little worried. New World seems to have taken a somewhat extreme approach to the leveling of non-combat skills, known in-game as “Trade Skills,” essentially creating a three-tiered process when it comes to item creation, made up of Gathering, Refining, and Crafting. Mechanically speaking, New World‘s skill-building loop is easy and fun to get into, and hard to escape once you get started. While there are plenty of opportunities to quite literally cracking skulls from the get-go, chances are pretty good that you’re going to put at least a little bit of time into upgrading your non-combat skills… And, if you’re anything like me, “putting a little bit of time” into upgrading them will eventually turn into “putting a lot of time” into upgrading them. One of the biggest pulls of the modern-day MMO, in most cases, is the ability to level up just about anything, and New World, by no means, is an exception to this case. Is there anything more relaxing than the warm glow of a forge? On top of this, the game does some cool things when it comes to worldcrafting, like switching around certain NPC characters seemingly based on which server you choose, which really helps things to feel more unique. The concept of being immortal (sort of) is a great premise for the genre, and the story, overall, is enjoyable and easy to get into. And, while I can’t really say what other players do in terms of paying attention to the story, I can at least attest to the fact that New World has put a considerable amount of time building up its own world. MMOs are kind of funny in that they usually have a lot of effort put into lore and world-building, but said effort is looked over by a lot of players who favor diving headfirst into gameplay. But don’t fret! There’s plenty to see, do, and experience within the confines of Aeternum-and it’s up to you to eke out a new living while experiencing “life” to the fullest. ![]() You see, Aeternum is a pretty magical place-magical enough, in fact, to bring you back to life! …Unfortunately, you’re also kind of magically tethered to the island, too. Don’t worry, though, you don’t stay dead for long (it probably wouldn’t be a very good MMO if you did). ![]() Putting an ironic twist on the concept of “living out a new life in an MMO,” New World‘s story follows you, the player, after you shipwreck and subsequently die upon the shores of the mysterious island of Aeternum. I guess not everyone was as lucky as us, huh? What I can say, however, is that my time with New World thus far has been fun, friendly, and, overall, comfortable-and, so long as you’re having fun, that’s probably the most important thing… Probably. Because of that, I’m not going to pretend that my experience is a reflection of everyone’s-perhaps not even that of the “standard player” (if there really is such a thing in an MMO). There are a million different ways to play an MMO simply due to the way that they’re set up. Fortunately, the first month seems to have gone well for New World. While it’s arguable that just about every point during an MMO’s existence can be called “critical,” I’d argue that the very beginning months of an MMO are particularly paramount. It feels like a lifetime ago that I dove headfirst into the open Beta of Amazon Games’ New World. In reality, it’s only been a little over a month-however, given how prone to growth and change MMORPGs are, a month might as well be a lifetime in some instances. New World Review: New World, Old Comforts
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