Just lately, the fantasy “MODA” (multiplayer on-line dungeon journey) Fellowship ran an open beta weekend, and I made a decision to stay my nostril in to see what it’s about.
I knew full nicely entering into that Fellowship developer Chief Insurgent was intending to duplicate the dungeon expertise of main themepark MMOs, besides I discovered myself shocked by simply how carefully it apes the design of World of Warcraft.
Slightly than letting you create your personal character, Fellowship affords a number of pre-made MOBA type heroes, every of which is locked to one of many conventional tank/healer/DPS trinity roles. You possibly can swap your chosen hero any time you need, which is sweet. I hope unlocking heroes doesn’t change into one thing monetized within the full model of the sport.
Being a long-time rogue essential in WoW, I began with Mara, an murderer character. The character choice defined she makes use of vitality and combo factors to gas her assaults, so clearly the character is instantly impressed by WoW‘s rogues, however even figuring out that, I used to be flabbergasted once I zoned in and realized simply how a lot Chief Insurgent is copying Blizzard‘s homework on this matter.
Bluntly, Mara is a simply Subtlety rogue transplanted into a special recreation. All the core talents are there, just below totally different names. There are a couple of minor tweaks — Stealth and Shadow Dance acquired rolled right into a single button, and so they empower your current talents reasonably than providing new ones — however Mara remains to be a lot nearer to a patch for Sub spec than she is to something authentic. Even most of the assault animations are excellent or close to excellent recreations of their equivalents in WoW.
The opposite characters don’t appear to be fairly so shamelessly spinoff, however they’re nonetheless very a lot sporting their inspirations on their sleeves. You possibly can clearly see which WoW specs they’re based mostly on.
You get various talents even at degree one, and the tutorial was disabled on this model of the beta, however issues are so much like WoW that I used to be capable of decide up and study characters very simply. In the event you haven’t performed World of Warcraft, you may discover it exhausting to get your footing.
I didn’t attempt each character, however I did pattern one in all every function, and my favorite was Meiko, a martial artist tank. She felt closest to one thing truly authentic. She nonetheless attracts a variety of apparent aesthetic and mechanical inspiration from WoW‘s monk, however as an alternative of the vitality and chi useful resource system, her core hook is a combo system the place utilizing your builders in numerous orders unlocks totally different finishers.
She’s a really complicated character with a steep studying curve, and to make issues simpler on myself I simply targeted on memorizing just a few combos off the bat, however I did discover Meiko very rewarding as soon as I acquired some mastery of her, and it was good to play one thing that did really feel truly distinctive to Fellowship.
The gameplay loop of Fellowship is dungeon runs and nothing however dungeon runs. There’s a small hub zone the place you’ll be able to rub elbows with different gamers, improve your gear, and so forth, however in any other case the entire recreation is simply queueing up for dungeon runs. I didn’t see something resembling a storyline or any broader function within the present construct.
Though the queues had been fairly fast (weirdly they solely took a number of minutes once I tried enjoying a healer), I nonetheless discovered myself wishing there was one thing to do whereas ready for the queue past beating up goal dummies. In precise WoW I might run world quests or collect crafting mats. The hub in Fellowship has a really fairly, soothing atmosphere, however I might nonetheless see myself getting very sick of it after some time.
The dungeons themselves are pretty quick affairs, often speaking about 10-20 minutes, which looks like size for this form of recreation. Each one I performed had solely a single boss battle, with a number of trash main as much as it.
I’d have most well-liked extra bosses and fewer trash. The surplus of trash is one in all my greatest complaints with WoW‘s dungeon design, and it doesn’t appear to be one thing that ought to be emulated. We name it “trash” for a cause.
Boss fights use a posh UI based mostly on standard World of Warcraft add-ons, and whereas I do know many contemplate these add-ons important, I’ve by no means used them, and I discovered the additional visible muddle in Fellowship very disorienting. Once more, this looks like copying the negatives of WoW‘s dungeon philosophy reasonably than the positives.
I additionally discovered participant behaviour a lot the identical as you’d see in WoW dungeons. The “go go go” rush mentality didn’t appear to have absolutely propagated to the whole playerbase but, however I nonetheless acquired to expertise such classics as “everybody instantly rage quits after one wipe,” “DPS working forward and pulling mobs once I play tank,” and “tank retains chain-pulling hordes of mobs regardless that I’m OOM and may’t heal them anymore.”
Not serving to issues is that there doesn’t appear to at present be any form of backfill possibility to exchange any gamers who go away or DC (the latter being a semi-regular prevalence within the beta). Hopefully that will probably be added later.
There are various development techniques in Fellowship to maintain you rising and customizing your hero. There’s gear (each dropped and acquired from distributors), a development tree that gives a wealth of rewards from mounts to new talents, a expertise window (curiously based mostly on the Mists of Pandaria system), and one thing referred to as “gem powers.” Wouldn’t shock me to study there’s extra I didn’t even discover.
Total, I believed Fellowship felt like an honest tackle the MMO dungeon formulation, and I did discover the artwork type and sound design very pleasing, nevertheless it felt too spinoff to be one thing I’d need to play extra of. It’s the identical downside I had with all these “WoW clone” type MMOs we used to get so a lot of. Once I need to play WoW, I’ll simply play WoW.
I feel a recreation like this may have made extra sense within the days when attending to degree cap in WoW was one thing that took actual effort, however as of late it’s fairly trivial to get to endgame and spend all of your time working dungeons if that’s your pleasure. With Fellowship bringing nothing new to the formulation, I don’t see why you’d decide it over the sport that’s its clear inspiration.
I assume the presumable lack of a subscription payment is perhaps a mark in its favour, and there’s a non-zero quantity of people that have grudges towards Blizzard for one cause or one other, so maybe Fellowship may be capable of eke by with a distinct segment viewers of jilted ex-WoW gamers, however I can’t see it ever being any form of breakout hit in its present type.