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Fury - All News

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Tuesday - August 05, 2008
Friday - April 11, 2008
Wednesday - April 02, 2008
Tuesday - January 08, 2008
Wednesday - December 19, 2007
Thursday - December 13, 2007
Tuesday - December 11, 2007
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Monday - September 17, 2007
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Saturday - July 28, 2007
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Box Art

Tuesday - August 05, 2008

Fury - Closing Down

by Woges, 12:15

No viable solution for Fury, closing in 48hours.

We have reached our time limit to find a solution that would help us keep the Fury servers open. Sadly, no solution has been found and so we have no alternative than to shut the servers down in 48 hours.

To all those players who have enjoyed Fury and played countless battles, I am sorry that we could not find a viable business model that would allow you to continue playing. To all those naysayers and doomsdayers, we know that deep down you wanted Fury to succeed. Have fun with your parting wishes

To the Auran team, who put their heart and soul into making Fury, thanks for your efforts. As I said many times before, we need to be much better than the competition to have a chance of succeeding. We gave it everything we had and history now judges that it still wasn’t good enough.

Whilst this marks the end of the Fury chapter, who knows what the future may bring. There were many gems hidden within Fury and many lessons learned. Hopefully one day the full potential can be realized in some other form.

So for now, so long and thanks for all the fish.

P.S. We informed all stores more than a month ago to remove stock from their shelves. If you have purchased a copy of Fury in the past month, we suggest you return it to the store.
P.P.S. This website will also close down in 48 hours.

Friday - April 11, 2008

Fury - A Patch on the 10th of April

by Asbjoern, 18:41

The free-to-play MMO Fury has been updated to build 34974. Below are the full patch notes:

AI Opponents (Bots)

  • Bot opponents have been disabled for Elimination 4v4. The check box will still appear but is ignored.


Gameplay

  • Armor and weapon proc effects have been removed from Elimination 4v4. Proc effects will still function in all other gametypes.
  • Lower tiered buffs and debuffs will no longer overwrite a higher tiered version of the same ability.


Match Making

  • Various Match Maker and Ready Check reliability fixes.
  • Fixed a display bug that could cause Skill Ratings to appear to decrease after winning a match.


Other

  • General bug and usability fixes.

Source: Bluesnews

Wednesday - April 02, 2008

Fury - A Patch on the 1st of April

by Asbjoern, 20:35

The (also) free-to-play MMOG, Fury, has been updated to build 34864. The update adds/changes the game's bots, maps and gameplay as well as some performance tweaks.

The patch notes can be read here.

Source: Bluesnews

Tuesday - January 08, 2008

Fury - Review @ TechDomain

by Inauro, 20:51

TechDomain reviews Auran Games' recently released PvP-centric MMO, Fury.

Fury needs some polish, but the core game is functioning and functioning well. The cons are all minor but together reduce the appeal of the game to the new player. I'm personally going to shelve this one until the end of the year, however I will definitely be going back to Fury. It's full of PvP goodness, and is one of those games where you can actually progress in some meaningful way within 10 - 15 minutes of play time, and in my book, that makes it a winner.

Fury is currently available for $29.95 USD and deserves an overall score of 7.5 out of 10.

Wednesday - December 19, 2007

Fury - Interview @ WarCry

by Inauro, 20:58

WarCry catches up with Tony Hilliam (CEO) and Adam Carpenter (Lead Designer) of Auran Games to discuss the future of Fury.

WarCry: Obviously, when you lay off as many people as Auran was forced to do, it has an impact on the game's future development plans. What are your plans moving forward, post-Chosen, in light of the smaller dev team?

Auran: The exact plans themselves are still under discussion. What can be stated is that the development team's goal is to make changes and improvements to the game in a much more rapid fashion. The intention with this is to be able to show visible changes/improvements in the game more frequently as well as mitigate risk from spending significant development time before exposing changes to players.

Source: WarCry

Thursday - December 13, 2007

Fury - Auran Closing Down

by Inauro, 21:17

As many of you may have read already, Auran Games the developer of the recently released MMO Fury has shut up shop.  The game's official forums seem to have gone bye bye, so this comes to us via MMORPG.com.

The Directors of Auran Developments, the company that employs all the Auran staff, have today called in a Voluntary Administrator (like Chapter 11 in the US). All the staff were dismissed today. Despite earlier reports, staff will be paid for all their work to date, their annual leave entitlements, redundancy payments and long service leave.

Whilst this is the end of Auran Developments, it is far from the end of FURY and Trainz.

Trainz is the world’s leading rail simulator and has a community of more than 250,000 registered users around the world. It is published in dozens of countries and there are many products in the market today. The bulk of the Trainz team will continue to work on current projects and these projects will be released next year.

With Fury, we built up a team to make a world beating game and sadly we have not reached our goals – yet. Our performance to date has meant we could no longer fund the 70 strong dev team. However, FURY: Age of the Chosen will be launched as planned Friday 8pm GMT. We have put together a small but committed team to continue developing FURY on an ongoing basis. This core team, as we announced last week, are a passionate group of people committed to making FURY a success. We will be releasing bug fixes, content and feature updates on a regular basis and in fact they will be more frequent with our new agile team.

Source: Auran

Tuesday - December 11, 2007

Fury - Free-to-Play Announcement

by Inauro, 21:11

Auran Games and Gamecock Media Group have announced that Fury, their newly launched PvP-centric MMO, will be free-to-play as of December 14, 2007.  WarCry has more on the recently upheavals in the Fury camp.

Cockpit, Austin, TX - December 10, 2007 - Gamecock Media Group and Auran Games today announced a new Free to Download, Free to Play option for their fast paced arena combat game FURY. The new business model will begin with the release of the first major free content update "Age of the Chosen" on December 14, 2007.

"FURY was built around giving players options that suit their play style and their wallet," said Tony Hilliam, CEO of Auran. "With the AotC update, we are introducing a new player category called "Chosen". As one of the Chosen, players can access all game types, equip all weapons and unlock all 400 abilities - and they can play as much as they like absolutely free. This is a fantastic opportunity for players to jump into battle with their mates and discover the frenetic pace of the fastest RPG combat ever. Chosen will earn less gold and essence, and will not be able to trade with other players."

"Chosen players can purchase game gold from the FURY store or upgrade to "Hero" status to earn more Essence and Gold. Retail stores sell the "Hero" status pack, along with a free month of "Immortal" status, so this is $30 value for the new price of $19.99 (in US stores). As a Hero or Immortal players can unlock abilities faster and purchase better gear, but the matchmaker then ensures they are playing against other players of similar skill and rank."

FURY: Age of the Chosen is a massive free content update that introduces two new game types aimed at the new player. "Carnage" throws two teams into battle with the aim of returning blood tokens to their base faster than their opposition. Blood tokens are gained from killing bots, not other players, so the action is indirect competition rather than head to head. The 1v1 Elimination game type means games will spawn faster and matches are more evenly balanced.

For more on FURY, visit www.unleashthefury.com. Also, be sure and visit http://www.unleashthefury.com/ageofthechosen/ for information on the Age of the Chosen update and new business model.

Source: Auran

Thursday - December 06, 2007

Fury - Q&A @ MMORPG.com

by Inauro, 22:08

Alex Weeks, the Community Manager for Fury, answers some questions at MMORPG.com.

MMORPG.com: Recently, you announced your first free content update that you expect to go live on December 14th. How long have you been working on this?

Alex Weekes: There's been a team working on this update since well before the retail launch of Fury. Having said that, there are numerous changes that have gone into this update following analysis of community feedback and reviewer comments over the Weekes following release. It's definitely been an update that's evolved based on feedback rather than being set in stone at an early stage.

As an example, pretty much all of the reviews have mentioned NPCs; specifically that there are too many of them, making it hard to find the specific one you want. This is being addressed in Age of the Chosen, with a significant reduction in the numbers of NPCs. They'll also be moved to better locations, so both new players and veterans alike will easily be able to find what they need.  

Source: MMORPG.com

Friday - November 16, 2007

Fury - Free Trial @ Official Site

by Inauro, 22:57

Always wanted to try Fury but don't want to pay for the full game? Now's your chance to sample Auran's PvP-focused MMO with the free trial being offered at the official site. 

Source: Auran

Tuesday - November 06, 2007

Fury - Review @ Out of Eight

by Inauro, 21:10

Out of Eight reviews Auran's PvP oriented MMO, Fury.

Fury is an online-only, person vs. person (or, as the cool kids say, PvP) role-playing game. Once you purchase the game you can play for free, although you can choose to play an extra $10 a month (cheaper if you pay for more time at once) to enjoy some extras. What are those extras, you say? “Immortal” players get faster transportation, a better chance of getting loot, priority queuing for matches, ladder events, and beta access. If you play the game a lot, I could see this being almost worth it, but the advantages are not overpowering so non-subscription players will not be at a great difficulty. Fury features a short tutorial that teaches the basics of the interface, but you really need to read the manual to understand everything as the game leaves a lot unexplained. When you start, you can choose from one of eight archetypes (classes). They are not as varied as you would think: there is a ranged spell-caster (called “spiritual”) and a close-combat specialist (“physical”) in each of the four schools of magic (life, death, growth, and decay). The spells obviously change between each of the schools, so there is some change in whether someone is offensive or defensive. Unfortunately, the game doesn’t make this terribly clear until after you’ve chosen your archetype, but you can change it later if you’ve made a wrong choice.

Thursday - October 18, 2007

Fury - First Impressions @ Ten Ton Hammer

by Inauro, 23:19

Ten Ton Hammer offers some first impressions of Auran's Fury.

Unlike a number of games I've played lately, Fury is definitely a candidate for a very favorable review. We'll see how things shake out past the first scheduled maintenance date on October 30th. For the time being, I'll recommend it to anyone who enjoys diving into the minutae of stat building and balancing, planning out small group tactics on the fly, and just kicking a lot of ass in a hurry. Fury offers the full spectrum of accessibility, from putting mid-to-low-spec players on the level with the hardware elite to giving casual players an alternative to watching their hardcore gaming friends disappear over yet another gaming horizon. MMOG gamers, give pure PvP a chance. I think you'll be glad you did.

Source: Ten Ton Hammer

Wednesday - October 17, 2007

Fury - Day One Report @ Official Site

by Inauro, 23:00

Auran has updated the official Fury site with a day one report.

Well gamers, we have done what many studios before us have failed to do. We have created an MMO, launched it to the public, and lived to tell the tale. Fury is now officially LIVE!!

This morning at 5 am in the Auran offices, the champagne corks popped and some bleary eyed developers gave up a big cheer. Some of the team had worked through the night to help ensure everything went smoothly at launch (well done especially to our QA team). The Online team were still scurrying around trying to get billing systems sorted, designers were busy eating pancakes and Directors were busy pouring the champagne. Ops just grumbled a lot after 9 hours sleep in 3 days. :)

Source: Auran

Tuesday - October 16, 2007

Fury - Launch Day Preview @ MMORPG.com

by Inauro, 23:01

MMORPG.com has a launch day preview of Fury which is now live in North America.

Fury promised me a fast-paced game and they delivered. The game does a good job of moving at just the right pace to really get the player’s blood pumping. I think though, it might just be a touch fast for some players. Because this is a PvP only game, the only place that you can test and learn your new abilities is really in combat. As a result, you aren’t as familiar with what you can do when combat hits, and I often found myself mashing buttons in a panic, losing, as I tried to discover the limits of my powers. This is something that I usually do in PvE areas of MMOs, but that is lacking in Fury. That being said though, hardcore PvPers won’t have a problem and will more likely enjoy the challenge.

Source: MMORPG.com

Wednesday - October 10, 2007

Fury - Storyboard Trailer @ MMORPG.com

by Inauro, 23:07

MMORPG.com plays host to a new Fury storyboard trailer

Source: MMORPG.com

Saturday - October 06, 2007

Fury - Screenshots @ MMORPG.com

by Inauro, 01:09

MMORPG.com has added four new screenshots to its Fury gallery

Source: MMORPG.com

Saturday - September 29, 2007

Fury - Gameplay Video @ MMORPG.com

by Inauro, 23:41

MMORPG.com has posted a new Fury gameplay video.

Source: MMORPG.com

Friday - September 28, 2007

Fury - Peek #4 @ RPG Vault

by Inauro, 23:46

RPG Vault's Fury peek series continues with a look at achievements.

As a basic description, achievements are the recognition and rewards players receive at the end of each match. Winning an achievement is dependant on your performance and accomplishments during the battle.

Fury features three main categories of achievements: archetype, general and game type. The first two are common and are earned in each of Fury's game types. As you'd probably expect, game type achievements are specialized and center on each type's objectives.

Winning achievements confers a number of benefits. Firstly, you'll know you outperformed all other players in that match. Secondly, you earn an additional Essence bonus that helps you advance quicker. Thirdly, wining an achievement increases your standing on that achievement's ladders.

Source: RPG Vault

Wednesday - September 26, 2007

Fury - Media #2 @ RPG Vault

by Inauro, 22:58

RPG Vault has posted seven exclusive screenshots from Auran's upcoming PvP MMO, Fury

Source: RPG Vault

Tuesday - September 25, 2007

Fury - Trailer @ MMORPG.com

by Inauro, 23:09

A new Fury trailer is available at MMORPG.com. 

Source: MMORPG.com

Monday - September 24, 2007

Fury - Peek #3 @ RPG Vault

by Inauro, 23:03

Auran describes the calculations  that will power the ladders in its upcoming MMO, Fury.

Fury has a LOT of ladders. For any given match played, ladder contributions are received by any ladder for which that match, player, clan or realm is suitable. For example, say Humblepie, Champion of Doom from clan Simple as Pie of realm Caltain plays and wins an 8v8 vortex match alongside four of his clan-mates. Ladder contributions will be made to any ladder relevant to appropriate combinations of his realm, clan, the vortex game type, individual archetype and other achievement awards. I had planned to include an exhaustive list, but life is too short. :p

Source: RPG Vault

Sunday - September 23, 2007

Fury - Interivew @ Internode Games Network

by Inauro, 01:11

Internode Games Network chats to Auran CEO Tony Hilliam about the Fury challenge weekend and how things are shaping up for the game's release.

# The Fury Challenge is still a Beta, and you have mentioned doing your best to balance Fury, will this mean you will take data from this on a large-scale test and make alterations?

Definitely. The whole idea is for Fury Challenge was to gather information that would allow us to improve the game and test our servers before going live. The purpose was not for it to be the ultimate competition, but to be fun event that would make our open beta more interesting for the players. As it turned out, we got some great sponsors and we're really excited about the event.

Saturday - September 22, 2007

Fury - Peek #2 @ RPG Vault

by Inauro, 02:11

Auran offers an in-depth look at the skill rating system being implemented in Fury.

When starting out, we wrote a series of lemmas or lemmata (truth statements) indicating what we wanted the skill rating and ladder systems to achieve. These served as foundational guidelines when first designing the systems, and continue to act as yardsticks against which they are measured. They help us evaluate whether the systems meet our goals and objectives, or whether they fall short in some areas. The lemmas we came up with are:

- A player should never go down in skill rating due to winning
- Need to find player's effective skill quickly
- Skill should decay over time if no new inputs are provided
- Never want to discourage players from playing
- Never want to discourage player experimentation (e.g. with alternate game types or archetypes)
- A player's skill varies according to rank
- A player's skill varies according to game type
- A player's skill varies according to archetype
- A player's skill is not a fixed constant
- A player's skill varies over time (short and long-term)
- Players should not be heavily penalized for isolated "bad days"
- Consistent upward or downward trends in skill changes should not be overly retarded

I'll return to our lemmas after detailing the methods we adopted and devised for the system.

Source: RPG Vault

Wednesday - September 19, 2007

Fury - Dev Chat Transcript @ MMORPG.com

by Inauro, 23:01

The transcript of the recent MMORPG.com hosted chat with Auran, the developers of Fury, is now available.

MMORPG.com:

Keebs1984 :asks: I was wondering if there are already, currently planned, or future plans to create additional content or expansion pakcs and whether they will be pay2play or free?

Adam Carpenter:

There are definitely plans to add new expansion to the game. They will come in two forms. You'll see free content updates 3-4 times a year and also major boxed expansions every couple years.

Source: MMORPG.com

Monday - September 17, 2007

Fury - $2 Million Challenge

by Inauro, 23:04

Auran games has announced that the prize pool for Fury Challenge has now topped $2 million.

Brisbane, Australia – September 14, 2007 - Auran Games today announced that the prize pool for “Fury Challenge” has now officially topped $2 million dollars. The Open Beta event has been extended to run over 4 weekends from September 14 to October 7, and will provide players from all over the world the chance to test their skills playing “FURY”, the 100% Player versus Player MMO which will be released in October.

“We want to put players on notice that FURY is serious fun and we have set our goal at nothing less than being the Number one PvP game in the world,” said Tony Hilliam, Auran CEO and Executive Producer on FURY. “By putting together over $2M in prizes for our Open Beta event, I think we’ve started to show that we’re already a contender for the title.”

“In a market where the big names and big publishers get most of the attention, we figured we had to do something a bit different to be noticed,” said Brian Cooke, Auran Director of Marketing. “Fury is a competitive game, and so putting together this amazing prize pool for our players should start to turn a few heads in our direction. From there, we’re confident our game will keep them excited.”

“During Fury Challenge we’re capping player Ranks at an easily obtainable level,” said Adam Carpenter, Fury Creative Director. “Since this is an Open Beta event, it is critical that new players become competitive quickly while avoiding the complexities that a max level, fully unlocked character would bring. This ensures the Challenge is all about player skill and teamwork, not time played, and this is what Fury’s gameplay and design is all about.”

Fury Challenge is a ladder based competition where players compete in 3 different game types either solo or as part of a Clan. There will be 2 practice weekends (Sept 14-16 and Sept 21-23) and the Ladders will be reset in preparation for the two competition weekends (Sept 28-30 and Oct 5-7). Players can either download the client from one of our sponsors or pick up a pre-order disk from participating retailers.

Prize sponsors include Dell, Nvidia, Logitech, Ideazon, IGN/Fileplanet, GameStop, Gamerail, Harvey Norman, Bigpond, FHM, and CybershotsZ. Prizes include PC’s, graphics cards, keyboards, subscriptions, vouchers, FURY Gamecards and even a years’ supply of energy drinks. Some prizes are available for regional winners only.

"GameStop is proud to sponsor the Fury Challenge with great prizes," said John Brittell, GameStop's Vice President of E-commerce and Direct Marketing. "We encourage everyone to take the challenge and also pre-order at GameStop to receive extra play time in the beta and an exclusive armor set for the final game."

The full list of prizes, details on signing-up, and download information is available at www.FuryChallenge.com as well as the Rules for the event.

Source: Auran

Wednesday - September 05, 2007

Fury - Interview @ MMORPG.com

by Inauro, 23:02

While at PAX MMORPG.com caught up with Adam Carpenter and Auran Games CEO Tony Hilliam to talk about their upcoming MMO, Fury.

"We're in the changes due to beta testing and feedback stage of the game," said Tony Hilliam, CEO of Auran Games, the developers of Fury. "For example, we've tweaked the speed of acquiring ranks, but slowed down the rate that skills are acquired." The reason for that came from beta testing. Acquiring ranks faster means that players reach competitive rank faster.

Source: MMORPG.com

Fury - Media #1 @ RPG Vault

by Inauro, 22:59

RPG Vault plays host to three exclusive Fury screenshots

Source: RPG Vault

Sunday - September 02, 2007

Fury - Preview @ 1UP

by Inauro, 00:43

1UP previews Auran's PvP-heavy MMO, Fury.

One uncertain element that may determine which direction the game ultimately takes is the two-tiered system that favors subscribing customers. Everyone pays full retail price to buy the game, but those who pay an additional 10 dollars a month will have access to more features, like the ability to sell items in auctions and speak over voice chat. In contrast, free players can only buy items in auctions and listen to chat. Paying customers also get an extra roll for loot, and they can even move around faster in towns.

Source: 1Up

Sunday - August 26, 2007

Fury - Peek #1 @ RPG Vault

by Inauro, 23:10

RPG Vault takes a closer look at Auran's upcoming PvP MMO, Fury.

Fury is taking a whole new approach to the traditional structure of an MMO. The biggest difference between our game and the typical one is the focus on player vs. player combat. The vast majority of MMO games have included PvP as an afterthought, perhaps something for players do at an endgame level. PvP has never been stressed as the main type of gameplay. Traditional MMOs focus on RPG elements (quests, trading, farming, etc.) instead of PvP action.

The team developing Fury here at Auran is taking the opposite approach. We are focusing on developing a purely PvP experience, and have refined the play so that it promotes those key elements of cooperation and competition.

Source: RPG Vault

Saturday - August 25, 2007

Fury - Interview @ Stratics

by Inauro, 01:39

Stratics talks with Adam Carpenter, the Creative Director of Auran Games, about the company's upcoming title, Fury.

Stratics: One of the unique qualities of Fury is the customization you give to players. While not unlimited, it does exist in the form of things such as armor dyes, element specializations, and incarnations. Do you intend to provide more player custom content in the future? If so, can you give us any insight into what direction you hope to take with that?

Adam: Fury is all about customization and not being locked into a rigid class or potentially gimped by a choice you made months or even years ago. You can basically customize and change your avatar’s setup any time you want. One of our core design mandates has always been, never force players to make binding choices that might cripple their character later. Down the road, we’ll continue to add gameplay mechanics that extend a player’s ability to customize their avatar. The exact route we take will be up to the player’s themselves.

Source: Stratics

Wednesday - August 15, 2007

Fury - Open Beta Event

by Inauro, 23:07

Auran has announced that it will be holding a Fury open beta event with a prize pool of over USD$1,000,000.

Brisbane, Australia - August 14, 2007 - Auran Games, Gamecock Media Group and Codemasters Online have jointly announced the world’s first Open Beta event for their upcoming PvP MMO, FURY. The event, called FURY Challenge, is billed as the richest prize pool ever for an online role-playing event with more than USD$1,000,000 in prizes available.

“We believe that FURY will be the start of a PvP revolution, so why not create a revolutionary Open Beta event to show the world that we have arrived,” stated Tony Hilliam, Auran CEO. “Last week we announced our unique business model of free to play with free content updates and an optional subscription. This week, we’re pleased to announce a landmark in gaming with a total prize pool valued at over one million dollars. In late September, hundreds of thousands of players will compete to kick-start their Fury careers by winning Fury Game Cards, Fury Subscriptions and lots of other cool loot too.”

“We’ve lined up a huge array of prizes from our sponsors including NVidia, Dell, IGN, GameStop, Harvey Norman, FHM, Logitech and ZBoard,” said Brian Cooke, Auran Marketing Director. “More sponsors are lining up to get their brand message on the FURY Challenge website, on in-store advertising and also on the in-game loading screens (which will be present for FURY Challenge only). The full list of sponsors and prizes will be continually updated via the www.furychallenge.com website.”

FURY Challenge officially kicks off on September 14th and runs over 3 consecutive weekends. The first weekend is set aside for practice and to give players a chance to unlock abilities and experiment with their Incarnations. The next two weekends are the competition weekends where players will compete in 3 game types on 7 different Ladders. Prizes are awarded to the top players and Clans. Most importantly, it is not the most wins that counts, but the players’ Best 10 results in each Ladder. This means that even casual players have a chance of winning. Full Rules and Conditions of Entry can be found at www.FuryChallenge.com/Rules.

“Although FURY Challenge is a competitive event,” said Adam Carpenter, Fury Creative Director, “our main goal for this Open Beta competition is to ensure that all players have fun. There will be plenty of time once the game is up and running to get into more serious tournaments where the goal is to find the best of the best. Meanwhile, during the lead-up for FURY Challenge we are allowing players to earn as many abilities as they like. However, once the competition kicks off, we will be limiting player Ranks to ensure casual and hardcore players are competing on a level playing field.”

“We have garnered enormous support in the North American market for FURY Challenge” stated Richard Iggo, Gamecock VP Sales and Marketing. “For example, when we first mentioned the concept to GameStop, the world’s largest specialty games retailer, they jumped at the chance to get behind the event. They are offering FURY pre-order customers’ special access to mid-week practice sessions and to the Closed Beta prior to the event. Pre-order customers also get a special in-game suit of armor which can be used both in Fury Challenge and once the game goes live in October.”

“Announced only last week as the European partners for FURY, Codemasters are very excited to be able to lend our support to this landmark gaming event,” said David Solari, Vice President and General Manager, Codemasters Online Gaming. “We look forward to adding a number of European sponsorship partners to help boost the prize pool and to ensure that FURY Challenge is a major success.”

Fury will be hitting retail stores in USA, Canada, Australia and New Zealand on October 9th and throughout Europe on October 12th. Pre-order customers will receive an exclusive armor set, special priority access before and during Fury Challenge plus a free Realm transfer code. Pre-orders can be made at participating retailers either in-store or online, including GameStop and Best Buy in USA and Canada, Harvey Norman and EBGames in Australia.

*Conditions Apply. See furychallenge.com for more details

Source: Auran

Thursday - August 09, 2007

Fury - Business Model Announced @ Official Site

by Inauro, 23:10

Auran has announced its planned business model for Fury. The official site has the full press release.

Brisbane, Australia, August 7th, 2007;
Auran Games today made their long awaited announcement regarding the new business model for their upcoming PvP MMO, FURY. The game will be available from both retail and online at standard retail pricing from October. It is free to play with regular free content updates, plus an option to subscribe for additional benefits. Importantly, all players, regardless of subscription status, have access to the most powerful items and abilities in the game. Subscription offers additional benefits, choice and flexibility.

Tony Hilliam, Auran CEO, explains; “FURY is a game that blends elements from different genres; the pace and adrenaline rush from FPS games; the depth of character customization from RPGs; and the social and virtual economy aspects from MMOs” he said. “Therefore we wanted to make sure that our business model took into account the different expectations of various player types.”

All players in FURY start out as “Immortals” for their first month of play. Immortal status gives players a range of additional benefits including:

  • Quick travel in the Sanctuaries and Schools
  • VoIP talk privileges
  • One additional Item Roll Slot
  • Extended “rested gold bonus”
  • Selling privileges on the Auction House
  • Priority log-in queuing
  • Entry into weekly and seasonal Ladders
  • Personal player battle statistics
  • In-game Customer Service access
  • Elite access to the test server to preview new content

Source: Auran

Saturday - July 28, 2007

Fury - Preview Weekend @ Official Site

by Inauro, 01:08

Auran is holding a preview weekend for its upcoming MMO, Fury.  The official beta forums have the details.

The Preview Weekend starts July 27th and will run during these times:

12pm Friday, July 27 to 11:59pm Sunday, July 29 - North America PDT (GMT -7 hours)
3pm Friday, July 27 to 2:59am Monday, July 30 - North America EDT (GMT -4 hours)
8pm Friday, July 27 to 7:59am Monday, July 30 - United Kingdom BST (GMT +1 hour)
9pm Friday, July 27 to 8:59am Monday, July 30 - Central Europe Time (GMT +2 hours)
5am Saturday, July 28 to 4:59pm Monday, July 30 - Australia, QLD (GMT +10 hours)

Source: Auran

Thursday - July 19, 2007

Fury - E3 Beta Preview @ MPOGD

by Inauro, 23:20

MPOGD spends some screen time with Auran's upcoming MMO, Fury.

The tutorial makes it very clear that the real battle is the fight for essences, which are the lifeblood of the realm, and required to unlock memories of the past (i.e. hidden abilities). Once you have enough essence of a specific archetype, you can talk to a guide, and have options presented to you on how to spend your points. Characters will usually need to undergo trials to complete the skill unlock, by spending essences and picking up pre-requisite skills. There is a graphical bar to monitor progress towards skill goals, and once the bar is full, you can pick the reward from the guide, and the skill is unlocked and available for use.

Saturday - June 30, 2007

Fury - Environment Images @ Ten Ton Hammer

by Inauro, 02:46

Ten Ton Hammer has managed to secure four exclusive Fury environment images

Source: Ten Ton Hammer

Fury - Beta Application @ Official Site

by Inauro, 02:38

Signups for the Fury beta are now open.  Here's the pitch from Auran:

This is your chance to be among the first players to experience a brand new genre of gaming - the first ever PvPMMO (Player vs Player MMO).

Sick of picking flowers or farming pigs and mindless AI monsters?  Jump into FURY for its fast paced PvP from the word go. 

If you enjoy running through sunny meadows collecting herbs for your next quest, stop reading NOW!  If you would rather mercilessly slaughter the herb picking care-bears then read on…

Got what it takes to compete? Can you handle defeat at the hands of your opponents and stay focused through thrill of victory? Just fill in your details, and begin to define your place in FURY history.

Let your friends clan-mates and guild-mates know about this sign-up, and get them to join you in-game as you form the first Clans and gain immortality on the Beta Ladders. If you have no friends then be sure to get in-game and make some quickly, allies are one of the few aids in the fight to make a name for yourself.

Sign up now, as numbers are strictly limited!

Source: Auran

Thursday - June 14, 2007

Fury - Abilities Expose #7 @ WarCry

by Inauro, 23:10

WarCry offers a sneak preview of class abilities in Auran's upcoming MMO, Fury.

Picking a class in most MMOs is a difficult decision. In choosing a class you effectively make a decision about what role you'd like to play. From this point on you're left at the discretion of the development team as to how they envision the class's gameplay, role and balance. Hopefully their vision and balance align with yours. If it doesn't, it may be time to re-roll or even time for a new game.

Fury breaks the class mold entirely. In Fury, you are able to learn abilities from each of the four schools and eight disciplines. You are then given the freedom to create templates consisting of any of the abilities your avatar has learned. You aren't tied to the developer's vision of a 'tank', 'healer' or 'hybrid'. You define your own vision, your own path, your own Incarnation.

Source: WarCry

Tuesday - May 29, 2007

Fury - Q & A @ IGN

by Inauro, 23:12

IGN Australia chats with Andrew Edelsten, Game Operations Manager at Auran, about the company's upcoming MMO, Fury.

IGN: You're demonstrating a mostly-complete build of Fury now. How many maps are you planning on releasing in the final version? Can you take us through the game types, too?

Andrew Edelsten: We're looking, ideally, at six maps for each game type. There are four game types; there's Elimination - your four vs. four, there's Bloodbath - a 32 player free-for-all, Vortex is 16 on 16; it's a variation on capture-the-flag; the big game-type is Fortress - up to 32 players on each team, huge castles on either end of the map and those maps are huge. They take you quite a while to traverse. We're still trying to iron out some gameplay 'kinks' on Fortress, though.

Source: IGN

Saturday - May 26, 2007

Fury - Dev Journal @ MMORPG.com

by Inauro, 00:19

Adam Carpenter, the Lead Designer at Auran Games, provides an update on all things Fury in a new developer journal at MMORPG.com.

Fury is 100% pure competition and the competition exists at all levels - individuals, groups, teams, clans and realms, each have their place. It doesn't matter whether you are playing at the Pick-up, Amateur or Professional level. Competition between peers is what sets you and your allies apart. Of course, that competition needs to be fair and balanced. Without that feeling of equality, and a matching system that ensures Pick-ups fight Pick-ups, Ams fight Ams and Pros fight Pros, the community will never take off and a game's quality will suffer.

Source: MMORPG.com

Fury - Interview @ Ten Ton Hammer

by Inauro, 00:13

Ten Ton Hammer speaks with Mike Hampden, one of the Content Designer for Auran Games, about the company's upcoming MMO, Fury.

TTH: Why did you decide to only allow players one avatar? We know there won’t be any “classes” but what if a player wants to play with a lower-ranked individual in a particular battle? Or if his friends start playing a few months after he has already started?

Hampden: The great thing about our character advancement system is that it doesn’t limit you from switching between any and all ranks that your character has attained. Wanna play with your friend? Go ahead, and set your Rank down – when you want to play at the higher ranks, set your rank up again.

Source: Ten Ton Hammer

Fury - Preview @ IGN.au

by Inauro, 00:04

IGN Australia has a preview of Auran's Fury.

So why all the mayhem and magical warfare? As the story goes, the inhabitants of Fury's universe were at the height of their successes. They were loved by the gods and in turn, they worshiped these beings diligently. As a reward, the gods gave these humanoids the gift of magic. Typically, this gift was abused and the gods, being temperamental sorts, decided the best course of action was to ditch these magic-imbued beings and leave them to their own destructive devices. Unfortunately, the more the beings used magic, the more energy was being sucked from the universe, causing what was referred to as 'The Fade'. Hence, much of the universe has faded away, and there are only small areas left, which are hotly contested.

Source: IGN

Monday - May 21, 2007

Fury - Lore Update @ Official Site

by Inauro, 23:09

The official Fury site has been updated with a new lore piece entitled The Age of the Fury .

It soon became clear to the Sorelan people that they were ill-equipped to meet the challenges of battle. As such, they needed agents to fight and recover Essence for them. Sorelan legends had always been rich with heroic tales of the Chosen. It was time for these immortal Heroes to answer the call to battle once again.

Wednesday - May 16, 2007

Fury - Lore Update @ Official Site

by Inauro, 23:11

Auran has updated the official Fury site with a new lore article entitled, The Age of Peace .

For hundreds of years, the Altaians clung to life in the Sanctuaries. They forgot their knowledge of war and re-discovered the worship of the true Gods. Magical combat was totally outlawed in the Sanctuaries, as destructive magic could cause the Sanctuary wards to fail and so the knowledge of this magic was also lost.

Source: Auran

Thursday - May 03, 2007

Fury - Interview @ Cosmos Gaming

by Inauro, 23:07

Cosmos Gaming chats with Adam Carpenter, the Lead Designer of Fury at Auran Games.

What character types will players be able to choose from, and what differences does each type have from the other?

We haven't revealed the actual details on the incarnations yet, but I can give you a basic idea of what we're going for. There will be a total of 8 archetypes that form the basis of an initial "template" for your character. The only time your choice of incarnations is really important is early on, since each one has some general skills to start with, but ultimately all paths and abilities are open to you. That is - the initial archetypes offer a starting point from which you can go in any direction.

You're able to store up to 255 different configurations through these incarnations on a single avatar. Thanks to the 4 schools and the 8 incarnation types - there is a staggering 400 plus skills that are open to a character. The cool part is, you can actually learn all of them, so there is no way to "gimp" your character. Furthermore you can change incarnations between fights, so you can easily switch when you play different game types or run with different groups. :)

Thursday - March 29, 2007

Fury - Interview #2 @ Ten Ton Hammer

by Dhruin, 22:41

Ten Ton Hammer has posted the second part of their interview with Auran CEO Tony Hilliam, discussing Fury at GDC:

Micajah: From what I could see, Auran has two distinct sides: the MMO/strategic side which focuses on combining the best ability sets to make an efficient PvP combatant and the actual arena PvP side, where quick thinking and fast action will rule the day. Do you think that blending these two areas will cause typical MMO players to shy away from Fury? What about the twitch gamers…will they be able to adapt to the MMO side of things?

Tony: We believe that many MMO gamers are looking for something new. They’ve killed their 7 millionth Giant Purple Boar and they’re looking for new challenges. The gameplay aspects of multi-player FPS have stood the test of time and this is why we’ve incorporated these aspects in to Fury. There are an awful lot of people who are happy running around killing the other guys and trying to prove their superior skills. We feel that with Fury, many of them will be MMO’ers and many will be FPS’ers. In our play tests to date, we haven’t noticed one type of player having a real advantage, so perhaps we’ve found the perfect mix.

Tuesday - March 27, 2007

Fury - Interview @ Ten Ton Hammer

by Inauro, 23:27

Ten Ton Hammer talks to Tony Hilliam ,  the CEO and Executive Producer for Fury.

Micajah: Let’s talk about Fury. You guys have stated that there will be over 400 different abilities to choose from in the game and everyone can collect all those abilities. How much of a challenge is it to test each of those ability sets? It must be practically impossible!

Tony: *tongue firmly in cheek* Nah – it’s really easy. We have a team of 400 Chinese guys who own one ability each, and they get to test it on all the other guys. (Do you think anyone will believe that answer or should we give you the truth, which is that our QA guys spend countless hours per week testing abilities till it drives them crazy).

Source: Ten Ton Hammer

Thursday - March 22, 2007

Fury - Preview @ GameSpy

by Inauro, 21:12

GameSpy takes a closer look at Auran's MMO, Fury.

When we sat down to play, all the Auran employees commented, "The most efficient way to play is to hold down the right-mouse button to keep running, steer yourself with the mouse, and spam the number keys for your different powers." For the first match (a typical deathmatch mode, called "Bloodbath"), I went with a "nuker" incarnation. If they say this plays more like an FPS, then I'm going to pick the dude that can shoot stuff from a distance. Auran provided some pretty buffed-up incarnations, so that we could start tearing through each other with mighty abilities and not have to put up with completing PvP challenges or quests with pitiful abilities in order to gain cool ones for the test session.

Source: GameSpy

Wednesday - March 21, 2007

Fury - GDC Hands-On @ MMORPG.com

by Inauro, 21:29

MMORPG.com spends some hands-on time with Auran's Fury.

Fury is divided into two different kinds of area, the War Zones, and the Sanctuaries. While the War Zones serve as the place to do battle, the Sanctuaries serve as a safe zone where players can train, buy and sell and interact with other players. Each Sanctuary is equipped with six districts, one school for each of the different kinds of magic, a prep area and a Citadel which serves as the vendor area.

Source: MMORPG.com

Saturday - March 17, 2007

Fury - Preview @ Games Radar

by Inauro, 22:45

Also at Games Radar today, a preview of Fury, Auran's upcoming all PvP MMO. 

Fantasy-based MMOs aren’t an endangered species these days, but developer, Auran has got a new angle for their upcoming title, Fury; they’re cutting out one of the most sacred and monotonous cows of the genre: player vs environment. Fury will be strictly PvP; there will be no boxes of text to glaze over, no repetitive kill-the-boars quests, no four hour group raids, and no NPCs with exclamation marks over their heads to track down.

Saturday - March 10, 2007

Fury - GDC Hands-On @ IGN, FiringSquad

by Dhruin, 10:14

Auran's Fury has been previewed at IGN based on the GDC presentation:

We played the Bloodbath game type, a free-for-all deathmatch, and found the game to be extremely fast paced. Characters, controlled from a third person perspective like in many other MMOs, bolt around at a quick clip. Spells and other abilities have an extremely short cooldown time, meaning even some of the more powerful attacks we were using could be unleashed in rapid succession. The limiting factor is charge. Generally, it seemed weaker attacks build up charge, while more powerful attacks consume charge. We were using a magic nuking type of character, and had to spam fireballs to build enough charge for a larger fireball and fire nova. Apparently the schools of magic also have charge stealing and transfer abilities, which could lead to some interesting team dynamics during group matches. To help survive during online matches, health pickups and various status augmentation items can be picked up during play.

...and also at FiringSquad:

The game gives the player access to both offensive and defensive based characters which can concentrate either on long range or melee attacks. We got some hands-on time with a build that let us play two different modes. One was a deathmatch style mode where characters just went after each other in a Roman style arena. Our melee based character had basic attacks that could be augmented with special attacks that are set up by clicking on a tool bar on the bottom of our HUD. Much like Guild Wars, these special skills and attacks sometimes took a little while to regenerate. Unlike Guild Wars, Fury is all about PvP combat which means that things like flame and other special attacks are fired up much faster. It took a little time to get used to the quicker pace but soon we were able to get used to Fury's combat style. One thing that the game has inside each arena are special buffs that give temporary increases in abilities (faster healing, more offensive attacks, etc)

Friday - March 09, 2007

Fury - GDC Preview @ GameSpot

by Dhruin, 12:46

GameSpot has a First Look at Auran's Fury from GDC:

Auran showed only a brief glimpse of the game, which looks as though it's set in some kind of hybrid fantasy universe that's influenced by many styles, including Asian themes. The surprising thing about Fury is that it will feature absolutely no player-versus-environment combat, which means that you won't be running around a virtual world looking to kill monsters or animals. Fury is all about PVP combat, so it's being designed so you can participate in player battles that range from small to absolutely large.

Wednesday - February 21, 2007

Fury - Interview @ GameSpot

by Dhruin, 08:18

Auran has chatted with GameSpot about their publishing deal for Fury with newcomer Gamecock:

GS AU: What advantages are there in going with an independent publisher like Gamecock?

TH: Especially with an online game, our customer base is online. The world is changing. Retail is still very important, but there are much greater opportunities with smaller and more agile publishers to deal more closely with the customer base through the Internet. The necessity for getting the giants behind you is becoming less. It was also the case that these guys--Gamecock--were prepared to take a greater risk with an innovative product like Fury, whereas the big guys are less inclined to do so.

Wednesday - January 31, 2007

Fury - Screens @ Official Site

by Dhruin, 22:37

Auran's Fury site has a bunch of new screens on offer.

Friday - November 03, 2006

Fury - Hands-On @ IGN

by Dhruin, 21:13

IGN continues their flurry of MMOG features with a hands-on preview of Fury:

It's a simple enough concept - a better version of Battlegrounds with the speed of Counter-Strike and the ethics of Guild Wars. However, diving deeper during IGN's exclusive hands-on with the latest build shows that the underlying gameplay is deceptively deep.

There are no class systems in Fury - instead, as Lead Game Designer Adam Carpenter explained, the world and inhabitants of Fury are ruled by 4 underlying 'schools' - Life, Death, Growth and Decay. In basic terms, these are the Heaven, Hell and middle-worlds of the game, and players can choose to align themselves with as few or as many of these schools as they please, as each region battles for superiority.

Monday - August 28, 2006

Fury: PAX Preview @ MMORPG.com

by Dhruin, 22:26
The second PAX preview at MMORPG.com for the moment covers Auran's 'Fury':<blockquote><em>Fury is in essence a game similar to Guild Wars in that players are matched against players in instanced battle grounds a  but there is also where the similarities end.<br><br>a SWe were lucky that we could look at games like Guild Wars and World of Warcraft and learn from them,a ? said Adam. They also learned from their own in-house testers and removed the power bar (which a dev had called a fun bar, and would get himself killed to replenish it) a  a major shift in their design that required a re-think and re-balance of their entire skill system.<br><br>For PAX, players had four incarnations to choose from as a starting point. They were the Paladin, Offensive Mage, Healer and Warrior. In the demo, we simply picked one and fought! </em></blockquote><a href="http://www.mmorpg.com/gamelist.cfm/gameId/252/setView/features/loadFeature/841" target="_blank">More...</a>

Friday - August 25, 2006

Fury: Interview @ Gameworld Network

by Dhruin, 00:02
Australian developer Auran has been <a href="http://pcgames.gwn.com/articles/article.php/id/767/" target="_blank">quizzed</a> by Gameworld Network about 'Fury':<blockquote><em><b>Is Fury really much different from all the other MMOs out there? What aspects of the game will make long-time RPG fans want to shell out their hard-earned cash?</b><br><br>Ia "!d really have to say that the question is not a SIs Fury much differenta a ?, ita "!s a SDoes Fury have any similaritiesa a ?.<br><br>Fury is fundamentally a PVP game, but ours is not like PVP in other MMOs where ganking and unfair tactics run rampant. Fury is more like a sports game where competition between players is not only expected but desired. War Zone battles pit two equally skilled teams against each other in a competition to prove who the better team is. Like sports, there are no extreme penalties for losing and whether you win or lose, you advance and can do better in the next fight.<br><br>Just like with sports, the best teams will focus on pre-fight training and perfecting their mid-fight execution. Wea "!ve designed Fury to be a game of player skill, and this skill comes at many levels.</em></blockquote>

Monday - August 21, 2006

Fury: Screenshot @ MMORPG.com

by Inauro, 22:55
Week three of MMORPG.com's Fury feature is online featuring another two exclusive screenshots.

Source: MMORPG.com

Monday - August 14, 2006

Fury: Screenshot @ MMORPG.com

by Inauro, 22:56
MMORPG.com has another two exclusive Fury screenshots available.

Source: MMORPG.com

Tuesday - August 08, 2006

Fury: Screens @ MMORPG.com

by Dhruin, 08:19
A pair of 'Fury' screens are on offer at MMORPG.com.

Tuesday - July 25, 2006

Fury: Interview @ MMORPG.com

by Dhruin, 12:03
Joseph Hewitt from Auran has been <a href="http://www.mmorpg.com/gamelist.cfm?gameId=252&setView=features&loadFeature=781&bhcp=1" target="_blank">interviewed</a> at MMORPG.com about 'Fury':<blockquote><em><b>MMORPG.com: Why did you create a game like Fury that breaks away from the traditional class mold? (What do you think is lacking in the current line-up of MMOGs out there?)</b><br><br>Joseph Hewitt: The class mold is a very artificial constraint and only seems normal because it has been around for so long. The reason why it has survived for so long is that it easy for game designers to balance. They know exactly what to expect from each character class and can balance accordingly. In many ways classes are like training wheels for players, and very early on we decided we were making this game for the core audience.<br><br>Skill based systems offer so much more and let players build characters aligned with their own play style. Of course this can be harder to balance, but ultimately it is far more fun.<br><br>Once we decided to go with a skill based system for Fury, we took a hard look at what some of the downsides to it were. Personally, when I play games where I can build my own character, I am always afraid I am making a bad decision that might gimp my character. We decided that we wanted you to be able to rebuild your character anytime you wanted with no costs or penalties. That way we were sure players were free to have fun and experiment. Once we did that it was just a natural progress to say that you could load and save those templates and the incarnation system was born.<br><br>The incarnation system led to so many other benefits. For example, incarnations remove the need to have alts since you can switch between incarnations anytime. This also means you dona "!t have to fill your frienda "!s list with multiple entries for one person keeping track of his alts. One of the really cool things is you can build a lower ranked incarnations to play with friends new to the game.</em></blockquote>

Wednesday - July 19, 2006

Fury: Interview @ Lords of the Dead

by Dhruin, 08:57
A guild site called Lords of the Dead has an <a href="http://www.lotd.org/index.php?option=com_smf&Itemid=56&/topic,335.msg2238.html#msg2238" target="_blank">interview</a> with Auran on 'Fury':<blockquote><em><b>Since this game is being labeled a CORPG, it automatically gets put in the same class as Guild Wars. Guild Wars spent a lot of time advertising to the PVP community as "Skill Over Time Spent", and when that turned out not to be true it was a big turn off to the FPS and MMORPG PVP guilds that were lured to the game. Why is Fury different than Guild Wars in terms of "Skill Over Time Spent"?</b><br><br>In Fury, player skill comes at many levels, and includes both pre-combat planning and also in war zone decisions. Areas of skill the elite players will want to master include:<br><br>* Incarnation construction a  Create the best incarnation before you go into battle<br>* Situational awareness a  Maintain control of your environment at all times by knowing where your enemies are and what they are doing<br>* Reaction time a  Even though the game isn't twitch, it is very fast paced and your mental reaction time is critical to making the best decision<br>* Game Knowledge a  Players who know and understand the game will excel<br>* Charge Management a  Understanding charge creation and consumption, and when you need to sustain charges versus when you can consume them.<br>* Teamwork a  Solid teamwork and coordination are critical, especially in the largest game types <br><br>Fury's power curve for abilities and equipment is very flat. Fury is not like games such as World of Warcraft and DAoC where the max level of an ability is over 15X as powerful as the min level. The primary benefit that comes from time played is diversity</em></blockquote>

Source: Blue's

Wednesday - June 28, 2006

Fury: Interview @ FiringSquad

by Dhruin, 01:48
FiringSquad chats with Auran about Fury:
FiringSquad: First, how did the idea for Fury come about?

Paul Whipp: For some time I had been wishing that I could play a game where I would customize my role play characters more freely and prove them in an FPS style arena combat. When I met the guys at Auran games who were already talking about making a sword oriented multiplayer combat game, I knew we could work together to build a great MMO game that would fulfill my dream.

Saturday - June 24, 2006

Fury: Media #1 @ RPG Vault

by Dhruin, 23:37
RPG Vault has kicked up their first Media feature for Auran's 'Fury', offering an exclusive combat video (and four screencaps).

Thursday - June 22, 2006

Fury: Interview Pt. 2 @ RPG Vault

by Dhruin, 00:49
RPG Vault has posted the second part of their interview with Auran on 'Fury':
Jonric: Since you previously mentioned trials, which seem to be Fury's version of quests, would you care to tell us how they function?

Adam Carpenter: As Fury is pure competitive gaming, we don't have quests in the classic PvE sense. Instead, we have trials, which are our PvP equivalent to quests. In them, players are required to use a specific set of abilities in order to achieve the trial's goal. The more efficiently a player uses the avatar's abilities, the faster it will complete each trial.

Players acquire trials by talking to NPCs in the sanctuaries, and advance their progress by fighting in the war zones. The trials themselves start out quite focused, and progressively become more diverse, which has an added benefit of smoothing the learning curve for new players.

Saturday - June 17, 2006

Fury: Interview @ RPG Vault

by Inauro, 04:55
RPG Vault speaks with Auran about the developer's upcoming MMORPG Fury.
Jonric: From the perspective of the team developing Fury, what kind of game are you creating, and what are the key characteristics that differentiate it from other online offerings with persistent characters?

Adam Carpenter: Fury is a new kind of game that takes the best elements of MMOs and merges them with the best elements from the FPS genre. Because it is new, the actual genre that we are creating is still rather ambiguous. Personally, I jokingly call it a TPS or third-person slasher. All in all, Fury can probably be best summarized as a competitive RPG.

Fury is fundamentally a PvP game, but ours is not like in other MMOs where ganking and unfair tactics run rampant. Fury is more like a sports game, where competition between players is not only expected but desired. In order to foster the best competition, Fury emphasizes player skills. Unlike an FPS, we are focused on mental skill, not twitch skill, so the emphasis is not on improving your physical reflexes. The key skill is your ability to analyze a situation and make the best decision in the fastest time possible.
More...

Source: RPG Vault

Information about

Fury

Developer: Auran

SP/MP: Massive
Setting: Fantasy
Genre: MMORPG
Combat: Real-time
Play-time: Unknown
Voice-acting: Unknown

Regions & platforms
Unknown
· Homepage
· Platform: PC
· Released at 2007-10-16
· Publisher: Gamecock