Written for MMOGames, recreated a portion with permission.
In motion, New World felt a lot like modern action MMOs. Despite being in alpha development, the actual nuts and bolts of the game felt fluid. Movement, dodge rolls, melee, and ranged weapons had good response times seemingly uninfluenced by communicating combat through the internet. Everything felt punchy, immediate, and violent. Attacks that connected illustrated the amount of damage dealt in crisp red, the third-person camera kept just enough distance to keep things clear without taking away from the immediate threats all around, and striking and being struck felt like it had weight as skirmishers fought and killed for glory.
At its heart, New World is entering a crowded MMO landscape, and there’s a lot out there players can invest their time and focus in. With as much risk of loss as there seems to be, it can hard to delve into the island when the combat-focused players seem to hold all the power and face the least risk. Though there are a lot of options for non-combat roles, those with the power to punch hard seem to be in the best position to keep from being slaughtered while going about their business.