Life is Feudal is shaping up to be a fine-looking MMO

Now that Life is Feudal has turned on the power to its closed beta program, more players than ever before are getting to see what this medieval sandbox MMO looks like first-hand. For the rest of us there are always screenshots, those tantalizing glimpses into this developing game world.

The studio released a baker's dozen of new pictures from the game this week to show that this world isn't just bland designs and colors. In fact, from the looks of these shots, Life is Feudal is shaping up to be a nice-looking title, with interesting vistas, natural-looking scenery, and even a giant sword in the stone. See for yourself below!

Source: Press release
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8 Comments on "Life is Feudal is shaping up to be a fine-looking MMO"

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Jeff

I was under the impression that there really weren't the traditional types of monsters in this game...is that correct?

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Robert Mann

Indeed. There are animals, and there will be 'natives' who have a rather forest based death theme going on. The animals are far tougher than normal mmo mobs, and far deadlier until you have solid armor on.

In fact, the game focuses a lot more on things other than just combat. Building anything takes a little effort, and getting to where you are building the good stuff takes a lot of work even before you start construction. Given limits on what a character can reasonably do (you can change skills on the fly, but it's dozens of hours to get to mastery in one field and you only have enough skill points for one field) and a charge for alts system, it is very much meant to be group cooperative. A solo player could theoretically thrive via trade, but it would be tough.

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Robert Mann

There's actual ice/snow and desert biomes within the MMO version, although I didn't think to screenshot them during the beta access. Maybe next time it is up in ~ a month.

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CloakingDonkey .

damn i really wanted to see the snow areas but i couldn't get there myself... they were so far away from the starting location, I ran out of food on the way and then I got eaten by a monster D:

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Robert Mann

Wolves and bears are vicious! And dangerous. *And I love them not just being another pushover mob like in all too many games!*

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Oyjord Hansen

I want to like this game and buy in, but open world PvP always results in gankfests and basement-dwelling antisocial behavior.

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Paul

Agreed. And its a shame that the actions of a relatively small number of players stop games like this becoming what they have the potential to be. I'm very much drawn to the sandbox concept but unless there's truly consensual PvP I won't be joining the game.

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Robert Mann

That's certainly the norm, however I think this one might just manage to be a little different. There's a strict alignment system which create punishment for being a ganker, and which will start taking away the ability to use preferred armor and weapons as skills are lost, meaning gankers have to either stop and skill back up with some grind or lose some combat power. There's a lot of cooperative requirements, which will make solo ganking a very tough lifestyle, and which will boost the idea of not only settlements but trade (especially for resources that are rare in some areas but more plentiful in others.) There's also wounds in combat which take real hours to heal, and a lovely death debuff to keep those who are problematic from just coming back right away. Add to that the presence of some large RP/casual friendly guilds which are of the 'we won't start trouble, but we will finish any fights picked' and you are likely to have a little something more.

I mean, I know a few attacks were made during the two and a half weeks I was on this last beta, but there was really only one small group doing the whole ganker thing (and they tended to die easily as they would be poorly equipped by comparison after a short while) and everyone else was more focused on the big war stuff. I never even saw PvP action, my only death was to a bug which is being addressed.

I basically don't think that the setup will lend itself well to the sort of griefing that is all too common elsewhere. There's also far less likelihood of the PvE style griefing, as the opportunities to mess with quests and the like just aren't really there.

Not that it is perfect on the issue, but rather I don't think it will be the standard. As measure become more common and effective, I hope to see sandboxes where unwanted PvP is truly a rare thing, and where real problems await the character that is captured or killed after it.

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