By Jason Van Horn
I'm a mostly solitary gamer, drudging off into the wilderness to kill some
wild game, or partaking in the lone fetch quest, but there always comes a time
in a young gamer's life when you just need some friends to help you out, or you
seek the comfort of someone in general. I've had my fair share of "LFF
Chapter 1" or "Anyone doing a task force" requests go unanswered,
leaving me alone and unable to do a quest, cause otherwise I'd die quickly.
Luckily, for those players like me who just can't find someone all the time,
along comes Sword of the New World, and now you'll always have somebody to lean
on for help.
One of the big draws for Sword of the New World (SOTNW from here on) is the
fact that unless you deem otherwise, you'll always have a helping hand in the
form of two other players who will always be at your beck and call, fighting for
whatever it is you want, or just tidying up the place. In SOTNW you don't so
much play as a character, but rather an entire family, with the opening having
four slots for you. Once you have your characters created, you can form them up
into a group of three to partake in adventuring in the world, doing quests,
battling creatures, and whatever else you run across.
The beauty of the multi character system is that it can be as hands off as
you want it to be, meaning that if you want to individually click each member
and assign them enemies to attack, then by all means do so. If you want everyone
to follow the lead of one single character, they'll do that too. If you want to
mix it up and in general do bulk group assignments and use them individually for
other tasks…well you get the point.

By switching to group mode, characters move in a "V" shape, heading
to wherever you indicated them to move with a left mouse click, because you see,
unlike other MMORPGs where the camera is generally low and behind the character,
this one is much more from a Diablo top-down perspective, where you move
characters with the click of a button. If all you did was click, your team would
go there and then just stand. However, by holding down a button and left
clicking, your team would go to where you clicked, but they would fight every
single creature that dared cross their path. Much like the "move and fight
all" click, you can pinpoint an area, and use the group function to gather
all the dropped items from around that area. The "move and fight all"
technique worked well, but sometimes a little too well, because there are so
many enemies spawning in the field and running rampant, it can usually take a
little longer than expected to clear a path enough to continue on unabated.
But before you do any fighting, it all starts off with a journey across the
sea, where you must determine your last name, the first name of your family,
their sexes, clothing, and ultimately most import their character class.
Character classes are pretty typical of the genre, as you've got your tanks,
your nukers, and your magic users. The character classes include Fighter,
Wizard, Scout, Musketeer, and Elementalist. Though it is entirely possible to go
through the game with a team of three Fighters if you wanted, much like teaming
with regular players a sense of balance is key. Given that a Fighter, Musketeer
and Elementalist team we found worked well. By mixing it up, we had a Fighter
for when the action got too up close, a Musketeer for some long distance
shooting, and Elementalist so we had some magic in the equation. Each character
can get different stances based on their class, which in the beginning is just
two as you have to level up and work for the other ones, but generally they
improve one set feature while putting others at a disadvantage, such as letting
you have a higher attack power, but really slowing you down since you are
steadying your aim to increase the power.
Once you reach the mainland, you'll come across your first hub town, where
you'll find all the standbys of a MMORPG, such as shops and people to give you
quests. Quests come in two forms so far: instances and field quests. All the
quests you'll get from NPC characters scattered about the game world, and you'll
know they have something for you thanks to the exclamation marks over their
head. The field quests are ones that take place in the game world, just as if
you were exploring it normally. The field quests in the early portion of the
game mostly dealt with killing so many creatures out on the field to delivering
something to somebody stationed somewhere else. The field quests are what they
are, which is a staple of the genre, meaning though maybe not the most
involving, they will get you some much needed experience points to help your
character out.

The instances are much more epic and help flesh the world of SOTNW out even
more. One early instance has you helping a young explorer out by heading to a
mysterious dungeon to find an injured girl. You'd think you have to find a way
out of this instance, but instead all you need to concern yourself with is
staying alive for the time duration, which is easier said than done when you
have enemies flooding at you on all sides. You'll end up fighting the guy you
just helped later on if you choose that way, and should you beat him in this
instance fight, you'll be able to gather his card to use him as a team member
out in the field for battles. The most engaging of the early instances had you
providing backup for some soldiers as they carved their way towards a forted
place, and the instance ends when you help do away with the more powerful boss
at the end.
Death is handled well in the game, which is a good thing considering that
with all the enemies spawning on you at all times while out in the field, you'll
probably die on a fairly consistent basis. If you should die in the field, the
character will of course drop while the others left alive continue the fight,
but thankfully after a time the downed member will slowly recover as long as
someone is still alive, and then pop back into the fray, though still at reduced
health so they aren't exactly in the clear yet. By allowing this type of healing
mechanic, it ensures you won't have to keep going back to town to gather
someone, just because you aren't used to controlling more than one character at
once. If all your family members die, though, it's like most games of the genre
where you'll warp to a safe zone, typically near a town or city.
In some MMORPGs, it's not uncommon to die because you stumbled into an area
where you didn't know the strength of the monsters waiting there. With SOTNW you
should never die because of this lack of information, as the entrance to each
different zone in the game world will tell you what the recommended character
levels are, so you'll know whether you should risk going into that area at all.
Still, just because you know what to expect, don't assume you'll never die,
because when you get swarmed and don't heal for a while, death can loom its ugly
head and take you down quickly.

There are some early things that need tweaking in the beta, including loading
screens that haven't been translated at all into English, dialogue moments where
odd character symbols are used when there is no reason for them, and there is
some badly translated dialogue, including one early catchy phrase "Feel
lucky." We'd certainly "feel lucky" if those problems got fixed
throughout the beta process, but thankfully at least the gameplay itself is
solid neglecting those translation errors. Regardless, with its tri-member
teams, gorgeous and lush graphics that feature an anime styling meets the rustic
new world, and amazingly orchestrated music that hits the design period
perfectly, Sword of the New World: Granado Espada is certainly a game to be on
the lookout for as it makes its way through the beta phase of its development.
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