|
By Jason Van Horn
One of the greatest possible faults with a MMORPG is coming across a mission
or enemy zone where you're simply done for if you haven't got any friends to
quest with you. If you can gather the required party, good for you, but too
often you're left alone, trying to survive, while you yell across the chat
channels you're looking for help. Changing up things a bit, Sword of the New
Worlds doesn't give you just one character to control at once, but rather a
party of three is possible at all times; and trust us, you'll need all their
help. However, with each innovation to the genre, it creeps more and more into
the realm of a Diablo dungeon crawler than the kind of MMORPG you'd associate
with the Everquests and World of Warcrafts out there.
You start the game out not by designing a single character, but rather
defining your whole family, who will all share in the last name that you choose
for them. Once you've decided on your last name, then you have a limited amount
of spots - four at the beginning to be exact - to craft a team that you could
stand-behind when the going gets tough out in the field. The class options that
you have include: fighter, scout, wizard, musketeer, and elementalist. How you
want to mix and match is really up to you, but a solid foundation, spreading out
the love between the classes is perhaps the smartest move. Fighters are the up
close and personal fighters of the team, while the scout is a thief/burglar
option familiar to many, finally segueing to the musketeer and then the wizard
and elementalists in terms of the reach of their attacks. The most unique one to
the genre is the musketeer, who uses guns and ammo to deal damage from a
distance, taking the place of perhaps the more familiar archers and hunters of
other games. The musketeer is a great class, just as long as you keep their
bullets in stock, because they can breeze through them and suddenly you find
yourself cornered, enemies on all your sides, and you with one less fighter at
your side to help out.
There isn't too much character customization in the beginning, as all you can
really do is determine the sex of your class choice, and then picking one of
several different outfits they can wear. The outfits reflect the look of the
characters for most of the game, because updating with some new armor, for
instance, never really changes the look of your characters, so plan those looks
ahead to begin with. The real options in character customization come in the way
of Stances, which are essentially the way in which a character of yours stands,
but in essence choosing Stances equal different attack and defensive plus and
minuses, and they give you different abilities, useful for dealing with the
harder enemies of the game. A few such abilities include using some elemental
spells of the elementalist in a selected area or using your musketeer to unleash
a barrage of bullets on your selected foe. Much like your character, Stances
level up, and with different levels comes different abilities, so it's smart to
plan around your team strategy.
However, your family members aren't the only characters who will be at your
disposal, because by taking on certain missions or completing specific
objections, you unlock the cards of other characters you meet in the game, who
you can then build a character of in your family. One early instance has you
fighting a young adventurer because you either admired or disregarded a picture
of his crush, and if you beat him, suddenly you have the option of making him in
the game, and going out into the field wit him as one of your party members.
Some of the NPC cards you get this way can be quite useful, as they have
different attacks and work differently than the normal classes you start out
with.
Given the fact that you are controlling three characters at any given time,
you might think it would be terribly difficult to properly get them to do what
you want. If you wanted, you could have ultimate control and control the attacks
of each individual character, and though it might give you the exact actions you
want, it could borderline on tedium too. Instead, a group option is available,
which allows you to input commands for one player, and then your other two
follow. If you want everyone to focus an attack on one character, you can
left-click on them to engage them. If you want to traverse a great distance and
want to fight every creature that gets in your way, you can Ctrl + left click
and you'll attack everyone nearby. We found ourselves using the Ctrl click
method more often than not, just because it was easier to use, though it can be
frustrating to want to move somewhere specific and fast, and have to randomly
stop just because an enemy chose then to spawn nearby, gaining the attention of
one of your characters. The other control method is the Ctrl + Shift + left
click, which puts your characters into Harvest Mode, making them not focus on
battling, but grabbing the scattered dropped loot that they have privilege too,
such as weapons, money, loot you can sell, or items which will replenish your
health when eaten, such as yellow mangos. For the most part, the controls for
handling three characters at once work very well, and only occasionally do they
seem to fail and properly do or act like you'd like them to. The only control
issue that might annoy some is the fact that you move with left mouse clicks and
not the standard WASD keys; the system works, it just makes it feel more Diablo
than World of Warcraft.

Much like other MMOs, Sword of the New World is centered around various hub
cities, where you can get quests, sell items, buy new weapons and armor, or even
craft some nice weapons if you have the goods and recipe for them. The crafting
system is a bit on the weak and tiring side, as it often felt like more effort
than it was worth, so the random buying and sell of new items from the vendors
was a much more preferred method. The system of buying and selling goods is
really easy, as the user interface isn't complicated at all to figure out.
One thing that is hard to figure out, however, are the EXP Cards you are
rewarded for completing missions, which are basically the experience points
other games give you right away after a quest is completed. Trying to navigate
the menu system isn't exactly a chore, but it isn't perfectly streamlined
either. As soon as you find where in the inventory the EXP Cards were placed, it
soon becomes an episode in frustration trying to use them, since they have so
many restrictions on them (can only use on Lvl. 10 or higher characters, for
example), and even then it was often a struggle trying to get the experience I
was owed by properly activating the EXP Cards.
As mentioned, the EXP Cards come mostly from the quests of the game, which
are your garden variety "kill x amount of creatures" and "deliver
this item" quests. The FedEx quests aren't terrible, if only because they
are over relatively quickly. The monster killing quests, however, take a bit
more time, as you usually have to kill many, many, many before completing your
task. In some MMOs, you might have to kill 10 or 20 or so, but in Sword of the
New World expect to be grinding 100, 150, and even higher. It helps a little
that there are so many creatures on the screen at once and that you can do away
with them relatively quickly considering you have three members on your team,
but still it often seems like too much fighting for so very little. You'll also
find some other quests here and there, which have you usually killing something
or discovering something, and these work pretty well, though they suffer in that
oftentimes it's hard to know where exactly to go or what to do. One early quest
of this type has you going to a statue to stop some saboteurs; it's easy to get
to the statute, but what then. The player has no way of knowing that they're
supposed to just walk around the statue aimlessly, and eventually the saboteurs
pop into place, and then you can attack them. How are players supposed to know
the enemies pop into play like that? They don't.
Much more interesting are the instances of the game, which are quests that
will pop you into specific places all so that you can do a short quest with a
bit of story to it. The instances take you basically to places you've already
been to or will travel to in the near future, but it's a treat to have something
to break the game up a bit, letting you journey with some soldiers, for example,
helping them kill beasts in their way until they can get to the Big Bad and
hopefully do away with them. With its focus on more storytelling quests, the
instances are the best part of the game, and ones you'll be looking forward to
discovering whenever you can.
If you like a little PVP in your MMO, then Sword of the New World certainly
has the goods, though getting people together to put it to proper use can be
troubling. You've got several different PVP options, such as Family vs. Family
duels, Clan Wars, Faction Play, and various combos of different number of
players against different numbers. The PVP is really just the regular combat but
against human players, so if you're into that, then hey, all the power to you.
The place where the game suffers worse is in the community, as it is all but
non-existent, or when it is there, you wish it were gone. I've spent hours
playing, and the most messages I've read have come from some company trying to
sell gold to people. Worst yet, unlike the LOTRO chat channels that I've found
to have respectful and cool people, the Sword of the New World players have a
bunch of jerks at times. I'm a Harry Potter fan, and I picked the novel up on
the first day of its release. One day later, while playing in Sword of the New
World, someone just had to shout across the whole server book ending plot
points, which has hampered a bit my enjoyment of the novel.
Perhaps the biggest reason why the community is so poor and generally silent
is because with you always having a party of three players, there just isn't
much of a need early on to have to rely on other players to get you by, and so
there isn't much teaming up to fill in your weak points. Tanks don't need
healers to survive, healers don't need tanks to fight the enemies, and so
everyone just cares about themselves. Also, once you get high enough characters
for certain enemy levels, you can simply put the game on an auto-fight or sorts,
allowing you to walk away from the computer, and simply let the game play itself
with you doing nothing. So, as you crawl through the latest dungeon or area,
you'll often find different family teams have simply setup shop in some
location, camping on the spawning creatures that hit that area. It makes it
frustrating to get your own kills yourself, and it simply sucks to find people
abusing the system so badly.

Visually, the game is a beauty, taking place from a pivoting top-down
perspective, which lets you look at the action from above, or swivel the camera
down so it's looking down on the action more from an angle than a straight look
down. The camera works well, though it can run into some faults near buildings
or if you pan it below the ground line. The characters are very anime and manga
inspired, which lean a bit more towards a Final Fantasy movie cutscene rather
than the over-exaggerated big round eyes and cutesy looks, so the game is far
from appearing kiddie. Meanwhile, the creatures are really detailed and
interesting to look at, and the environments are lush and gorgeous, featuring
swaying trees, bubbling streams, and golden rays of light making the work
sparkle in the sun. The only thing better than the visual is the aural
experience, which features some of the best music I've heard come from a MMO.
The soundtrack is a strange mixture of Victorian waltz meets electronica meets a
gothic chorus chanting with an eerie beauty. There are a few numbers that aren't
the best, but otherwise it's a tight soundtrack and one of the best yet.
The game is both visually and aurally appealing, and while the gameplay
itself is solid, it's not exactly groundbreaking, and the severe lack of
community really hampers the overall game. If you're getting tired of the other
MMOs out there, it wouldn't hurt to try playing Sword of the New World. You can
play the game for free initially, but once you reach your 20th level you're
going to have to pay if you want to advance any further in the levels (of which
there are many). So why not go ahead and give the game a shot, letting the first
20 levels be your trial run. Sword of the New World is certainly worth that
much, so why not see if you find something you like. It's not going to change
the MMO genre, but it does have a few nice features. Find out more about Sword
of the New World at http://www.swordofthenewworld.com.
LOW DOWN
- Control teams of at least three characters at once
- First 20 character levels are free
- Lots of monster grinding
PROS
- Beautiful world and character designs
- Amazing musical soundtrack
CONS
- Terrible community
- Crafting/recipe system
Gameplay 7
Stability 8
Interface 7
Community 3
Reviewer's Tilt 6
FINAL 6.2
|