Thursday, December 13, 2012

Impressions of Forge















Forge is a fantasy multiplayer action game (with light RPG elements) that recently launched on Steam. After failing to reach its fundraising goal on Kickstarter, Dark Vale took the project to the Steam Greenlight, where it succeeded and made its way to an official release. Described as an MMO FPS that blends the tactical combat of end-game PVP from MMORPGs with the typical action of an FPS, I was immediately intrigued once I saw the game in Steam's "new releases" tab. 

After playing about eight hours, I'm rather enjoying Forge. There are some shaky things going on with its launch, there's obviously a lot of content missing, and there are certain aspects of its current design that kind of bug me, but the overall experience has been satisfying despite these kinds of initial issues. The controls are tight and responsive, the combat is tactical and visceral, the classes are nice and varied, and the maps are really interesting. Dark Vale are still working on the game, and with the things they've promised, I have high expectations for the game to continue improving. More of my thoughts after the jump.

Forge is a third-person, class-based team arena game in sort of the same vein as Team Fortress 2, except in a fantasy setting with swords and sorcery instead of guns. The five classes you can choose between are the Assassin, the Pathfinder, the Pyromancer, the Shaman, and the Warden. Assassins and wardens are melee fighters, with assassins relying on stealth and deception to take out their foes, while wardens concentrate on defense and buffing their teammates. The pathfinder is the archer complete with poison arrows and traps, the pyromancer is the fire mage with fire storms and walls of flame, and the shaman is the self-explanatory healer.