New World feels like it's been algorithmically designed to ensnare anyone craving a big MMO. It ticks all the boxes and, as a bonus, smartly takes advantage of the seemingly inexhaustible desire for new crafting and survival games. It ensorcels with its many progression systems and has this impressive ability to make chopping down 100 trees at 2 am seem like a reasonable, even entertaining, prospect.
This is true of the early days, at least, when everything is new and the island of Aeternum stretches out before you, beckoning you to explore it. But this is a game of diminishing returns that obstinately refuses to evolve, and with the honeymoon period well and truly over, I'm looking for an exit.
With its beefy crafting system, open PvP, player-led wars and dynamic economy, it does so much right on paper, but the reality is a lot less scintillating: hour after hour of running through forests you've long grown sick of seeing, facing the same enemies over and over for most of those 60 levels, praying for any kind of novelty to liberate the experience from the doldrums.
Identity crisis
Even though so little has changed after hundreds of hours of grinding, I still can't say I know New World. It is an MMO in desperate need of an identity. There's a colonial aesthetic and old world pioneers exploring a magical island that looks like a big North American forest, but the themes of colonialism aren't really explored at all. It's just cosmetic. And the PvE quests and quest-givers that normally do the crucial work of fleshing out an MMO setting do nothing of the sort.
New World's quests are dire. It's the same handful of mindless objectives and just as few enemy types repeated ad nauseum, with a structure that invites exasperation. Instead of popping into a settlement and grabbing loads of quests for a specific area, you'll grab a couple, run all the way across the territory to kill ten bison, and then run all the way back. As a reward, maybe you'll be treated to another quest, sending you back to that area once again.
With no mounts and a fast travel system that charges you currency with a fixed cap, you'll be doing an absurd amount of running around. If Aeternum was the kind of place that inspired exploration, this might be less of a pain in the arse, but these journeys are devoid of interesting diversions. Aeternum is a pretty place, certainly, and for a long time I was happy to slowly saunter through its forests and swamps, admiring the natural world and the occasional ruin, but there just isn't much variety. It's very plain, too, absent the kind of spectacles or surprises that make areas memorable.
Combat is in a similar situation, where the choice to use an action-based system instead of rows of hotbars is initially very welcome, but quickly runs out of steam. Things do get a bit more challenging as you approach the endgame, encouraging you to engage with the system more, but for hundreds of hours you'll see little growth. When you level up you get more points to put into your strength, dexterity and so on, but each weapon type also has an experience bar, as well as two progression trees with three abilities each. You'll unlock all your weapon abilities very quickly, however, and if you find a pair of weapons you're comfortable with—I stuck to rapiers and muskets for most of the game—you're looking at hundreds of hours where you're just getting the odd passive bonus and not much else.
Fights do at least benefit from the dose of tactical nuance. You've got an active block and dodge, positioning to worry about, and you can read your opponents to predict their next move. Unfortunately it's also extremely stiff. When you throw a few more enemies and players into the mix it becomes impossible to really tell what's going on, and so you just spam your measly three abilities.
With five players and so many monsters, dungeons—called expeditions in New World—are where the fights are their messiest. The first trio of dungeons are bland trips into underground ruins filled with things you've already killed so many times before, but things do pick up, with more distinct settings and tricky boss encounters that require a bit of planning and communication. The majority of the fights still just put you in a big pile of players and mobs where you can hardly see what's going on, but you can expect a few more thoughtful scraps with unique enemies.
Grudge match
New World's real appeal, and the closest it gets to a focal point, is the faction rivalry. Three factions are looking to take control of Aeternum, with companies—New World's guilds—representing them by fighting wars and claiming settlements. When a company claims a settlement, it gets to tax players using its services, like crafting and player housing, as well as providing company and faction-wide benefits. These settlements are the hubs for each territory, so there's plenty of foot traffic, and a lot of competition.
Where the PvE quests yammer on about magic and prophecies and pit you against a generic evil force known as the Corrupted, which is completely incongruous to the grounded pioneer MMO New World is trying to be, the faction rivalry feels a lot more at home, with strong connections to crafting, the economy and PvP.
I've found myself setting up different operations in different settlements depending on who owns them and what the local economy is like. Windsward, for instance, has a vibrant economy and a trading post—where all the items and prices are determined by players—full of basic resources going cheap because it's one of the first settlements players encounter. This is where I spent a lot of time doing low-level crafting and continue to do much of my shopping. But the company that controls Windsward hasn't upgraded certain crafting stations that I use a lot, meaning I have to visit another settlement if I want to embark on high-level crafting projects.
Most of what you can craft is extremely mundane—some new gear, some food, some furniture for your house—and you'll never encounter the meaty projects you can usually find in a dedicated crafty survival game. But I still find the actual act of crafting, and the gathering before that, deeply compelling. Unlike most MMOs, where you'll find a few gathering nodes here and there, Aeternum is filled to the brim with stuff to chop down, mine, pull out of the ground and skin. Even when things are quiet, you'll still usually hear the telltale sign that someone is at work—the crack of a pick axe striking iron, or the thud of an axe hitting wood.
Your crafting and gathering skills can level up, too, so you're always making progress. With higher levels you can start to see nodes and critters on your compass, get access to new resources and crafting projects, and even get bonuses that will help you in fights. With so many different meters and skills, it's easy to lose a day to the simple pleasures of being a rugged pioneer.