|System: PC||Review Rating Legend|
|Dev: Auran||1.0 - 1.9 = Avoid||4.0 - 4.4 = Great|
|Pub: Gamecock||2.0 - 2.4 = Poor||4.5 - 4.9 = Must Buy|
|Release: Oct. 16, 2007||2.5 - 2.9 = Average||5.0 = The Best|
|Players: 1 (MMOG)||3.0 - 3.4 = Fair|
|ESRB Rating: Teen||3.5 - 3.9 = Good|
by Cole Smith
Fury has the right idea, but the wrong execution. It's an amalgam of genres that incorporates shooting, strategy, deathmatches, player-vs-player, teamwork, and RPG elements. But throwing too many ingredients into a blender can result in mush, and Fury has basically reinforced that analogy with its everything-but-the-kitchen-sink approach to gameplay.
Too much variety can be a detriment. I like having the freedom of choices, but I find it works only if the parameters have been set properly. A game has to set a balance between freedom and restriction. Fury seems far too open-ended. I can't see the light at the end of the tunnel. It can conceivably go on forever, but that's a big part of the storyline as your character is a reincarnation magnet. I can see why the developers want to keep people playing online, since this is a MMORPG, but it's easy to see how "forever" can get redundant quickly.
As a reincarnated warrior, the premise is set for eternal life. That means you're damned to repeat the same gameplay elements for an eternity. As one of the Chosen, you must use your abilities to collect a force known as the Essence. It will help save your world from destruction. Essence is used like experience points. Weapons, skills, attributes, and armor can all be purchased with Essence residue. You don't necessarily level-up in Fury. You have almost complete control over your character's development. There are so many different attributes that you can mix and match. In fact, regardless of what class you choose, you can access any and all upgrades. You can also change your archetype later in the game.
A well designed tutorial will help you get started. At the outset you'll choose your character and class. There are eight classes, but you're not forced to live with your original choice. You can change the archetype anytime, but there are some drawbacks involved in doing so. It takes a lot of time and leaves you vulnerable. Since you can access all weapons, skills, and attributes anyway, you might as well stay with the same class so that you don't lose anything. To get to the classes, you have to follow one of the disciplines of magic: Life, death, decay, or growth. All of these paths have two alternatives: Spiritual and physical.
Equipping your character with gear, or moves, can cost you in the range of three to 10 Essence points. The game sets a cap on the amount of gear points that you can spend to keep things fair for beginners. The spoils of victory will be awarded to players after each battle. It's done in random fashion which makes things interesting since you never know what you're going to get. Keep in mind that Essence is acquired through battles with other players. These battles take place in arenas. It would be really frustrating for new players to acquire any Essence if older players were allowed a higher cap. This is a good idea that will entice new players into the game, knowing they won't be led like lambs to the slaughter.