Wurm Online Sandbox MMO ► Steam Release Review (Progression, Gameplay Experience).

Welcome back yet again folks, to Wurm Online. For the past week and a half, I've been stuck on this game like glue aside from the New World stress test we just finished playing of course, and I felt it was time to do a short review of it, to give people a better idea of what to really expect from a game like this.

You are probably already aware that for the first day that there were some server issues so I wont touch on that, server issues are very common in MMO launches and in this game's case, even more so because they weren't prepared for all the new people that would be interested in this game.

But I do have to commend them on how quickly they got those issues resolved in comparison to other games, about a day or two after they even decided to make an entirely new server map for people to play on, so that helped spread people out by a lot. Now I'm not even really sure where to begin on this one, I went into this game remembering that it was one of the most expansive sandboxes I've ever played, but over the past week I've been falling in love with it all over again and learning way more than I ever did.

Just about every single system in this game has a complexity to it and detail that is unmatched by a lot of different games in the genre. Just to give an example, I told you all that if you wanted to become a follower of the gods, you could travel to either the white light in the sky or the black light.

On the PVE server I believe there's a different way they do that now but on the PVP one I'm playing on, you still have these altars. And one of the things I found out recently is that people are actually able to destroy these altars, and cause them to respawn somewhere completely different.

And that not only has this been done before, but it's also created different side effects depending on which one got destroyed. It was insane to me how you could essentially tear down a building of the gods that people would be actively using to become followers of the faith, and that's really just scratching the surface on that system.

There's a lot of other things we learned about the game's system during our time, just how complex the cooking system is, or all the different things you could do with masonry or fine carpentry. My group and I were dedicated early on to properly found our settlement deed in the area we wanted, we needed to make sure it had proper protection from people trying to raid or fight us.

But to do this to begin with we learned that we would need to connect our kingdom's influence to the area we were planning to build. This was a problem because we lived quite a ways away from the starting zone. So what did we do? We spent days on end building guard towers to connect the influence, long hard 15-18 hour hauls each day of carting resources, gathering supplies, fighting off creatures, interacting with other people in the world, and building these structures until the end.

The satisfaction we had when the final tower went down was insane, I can't even begin to tell you. This game made me realize even more what makes games in the sandbox genre so special, like yeah they might not be that much to look at, they may not have flashy combat or modern graphics.

But the sheer amount of things you are able to do in them is ridiculous. I can't even give you guys all the game tips I was planning on to teach you more about wurm because there's just so many. Take the cooking system for example, Certain meals require you to measure out exact amounts of ingredients to pull off, there's over 100 different things you can combine to cook and multiple different tools like frying pans, cauldrons, the campfire of course, ovens, like there's a ton.

Way more than I had initially anticipated. I have about 120-150 little notes of things I wanted to bring up to you guys and at this point the best advice I can give you is if you are confused about something or trying to see all you can do in Wurm, I strongly advise you pull up the wurmpedia website to search through and any other info you can find on google.

Now in the way of combat experience, I was having fun in this game. Even though the animations aren't up to modern standards, the fighting felt like it had a real purpose. It wasn't just for leveling up our fighting skills or getting stronger, we had key points of interest we needed to defend and sometimes, we were fighting for our lives and our gear.

For the PVP side, take this skirmish footage for example, this is what appears to be a battle between Horde of the Summoned and Mol Rehan, the other two factions that exist in wurm besides Jenn-Kellon & any Player Made Kingdoms. During these fights you'll see different people that specialize in different things.

These horses that you see, the armor, weapons, that's all player made or player found. In this game you could decide to breed horses if you want strictly for battle and outfit them to increase efficiency, or you could be a little more like this person and try to focus on taking them down.

Mounts provide an elevation bonus in combat so having people in your squad that are capable of focusing them like a spearmen would be very very useful. The magic system in the game takes the game to another level, if you're terraforming out a cave and decide you could do a better job with magic.

That's something that becomes a possibility with the god called Magranon. The black light god we talked about previously would give you abilities like enchanting your weapons with affinities such as Bloodthirst, or give you the chance to change the terrain of the ground around you to what's called Mycelium.

This terrain allows you to heal off it so you can stay in the fight if you are horde of the summoned. And there's so many different other spells you could use, charming animals, conjuring a fire pillar or a full blown tornado, of course we haven't seen anyone using that yet because it becomes a process on it's own where you need to pray to become a priest and go through certain processes.

But Wurm has certainly become a game that even 14-15 years later I can still highly recommend. Describing it as the medieval version of Eve Online was more correct than I realized, and I have to say that if you do try it - you should definitely focus on getting into a group or trying it out with a group of friends if you have nothing to play.

The learning curve is very steep, you wont be making war machines and bringing an army of champion level trolls with you to siege a base right off the bat, that's for sure. The grind is also very long, especially on these newly released steam servers.

Like it could be a month or two before you get to a point of considering yourself at the end of early-game kind of grind. But I'm sure you may have already experienced the both of those. Overall though I wanted to make this video while the thoughts were fresh in my mind, and to share my love for it before dedicating myself to games like New World.

This one will always have a special place in my heart, right up there with Mortal Online and Darkfall, and it'll definitely serve as something to play in the months leading up to other game launches and even beyond that. That's probably one of the coolest things about Wurm.

It's a game like many others that you can always come back to. But with that folks, that's all I wanted to go over for now. I've been addicted to it for about a week now so I'm glad I had the opportunity to break away for a bit. Thanks so much for watching and let me know how you guys have felt about the experience you had so far with it, I really think games like this will help spark ideas for improving future ones.