Fury review

Oct 24, 2007

For everyone who has ever lusted for unadulterated Player versus Player (PvP) action in their MMO, Fury is the game for you. Developers at Auran have done away with all the silly leveling grinds, extraneous mobs and annoying quest lines for their flagship MMO. Normally confined to arenas and battlegrounds, PvP gameplay takes front and center in Fury - in fact, it's the only direction there is. That's right, folks, there's not a single quest to be found.



Unlike other class-laden, race-centric MMOs that use said tools to provide plot and character development, Fury only has only one race (human) and no binding class system. Instead, the game uses archetypes belonging to different magic schools - death, decay, nature and life - which are basically a set of skills and armor that you can equip and un-equip with minimal fuss. A player can learn all of the skill sets over time but cannot use them all at once because of the conflicting energies used by each school (decay vs. nature, for example). Thus, you can enter one match as a mage with ranged spells and barely any healing abilities and then whip around and join another match as a melee tank with some sweet healing spells.