We've all seen the rise of Survival-MMOs over the past few years, and we've all played Rust spending hours collecting materials and crafting like there's no tomorrow. Life is feudal it can be considered as one of the products of this great success, but it certainly does not have that something that could have distinguished it from all the others. There are certainly some noteworthy elements, but in the course of this preview we will understand why the game is not perfect, but simply enjoyable.
As in all titles of the genre, Life is feudal it is made up of grinding, pvp and a community capable of introducing role-play elements during the various game sessions (I speak from personal experience). Developed by the Bitbox team and available on PC, the game has the same mechanics as its most famous parents: you are born, you survive, you produce, you continue to survive, you produce more and, if it goes wrong, you crack.
Initially the player will find himself with only a few rags and a great desire to survive, but braving the rain, he will slowly find a way to craft a hatchet, light a fire and maybe build a house. The game mechanics are not exactly intuitive, but this will not be a problem because we will be introduced in a kind of undemanding server, a sort of "gym" where all the basic rules of the title and all the tutorials needed to learn the main mechanics are exposed. It will be easy to understand how to exploit the environment around us and how to move within it, between fighting and crafting. NPCs are completely absent, making the player completely independent. We are in a world without specific rules or goals and each player can both cooperate and hinder the others. Obviously, during my first experience with Life is feudal, I came across the typical "toxic" players who, in addition to tanning me for the holidays, had the audacity to insult me (but that's another story). Later I was able to cooperate with some users and in this case the experience was mostly positive. Quperoi we are talking about community, it is normal to come across some poisonous mushroom. But the game also allows us to take back what is ours, such as objects and territories. This total freedom can lead to the creation of villages of players and communities with specific roles.
The real adventures await us beyond the sea, which will entice us to improve our character, choose a working environment to focus on and build at least a first shelter where to return to the fly in case of problems. All this can be done calmly, without the fear that stronger players attack us and lulled by a medieval atmosphere. But often not all the inhabitants will welcome us as good neighbors, they could also attack us perhaps because we have invaded their lands. Of course you can use chat to ask for mercy, but if you don't want to dampen the game too much, maybe it's better to take them. The realism is so exasperated that we will be forced not only to cut wood, but to carry every single log with us, one at a time. Do you feel the frustration? Because I have tried a lot! But this realism may not appeal to everyone and therefore it could easily be reduced to a mere imitation of other MMOs. This can happen by behaving in a way too "artificial" with our opponents, defeating the main intent of the game.
The music and the sound sector contribute to immerse the player in the medieval atmosphere that MMO players like so much. No hatchet noise on the wood will be too "fake" and every breath of wind will pass through our headphones. A big drawback of the game is there lack of optimization and the presence of persistent wipes and bugs. More than once your character will get stuck between rocks and foliage and sometimes some movements can be woody. All of this doesn't compromise the gaming experience significantly, but for many it could be annoying.
The game is currently available in early access on Steam!