

It’s a debuff, and I either need to stay out of the water or find a fire to dry off. Here I discovered that my character doesn’t much like getting wet. Pushing northward, I found a shore region that practically exuded pastel beauty.

I’m just chatting with ghosts over here and faking expertise. Oh, I have no idea what any of this means, really. I found a “haunted headstone” that allowed me to use my sensitivity or whatnot to access a force buff. I couldn’t see him/her/it, but little word bubbles asked spoke of a grave nearby. My first encounter in the game was with what I assumed to be a ghost or spirit. So yeah, all of this feels very weird and takes some getting used to. There’s no world or local chat instead, the game gives you a field of emote cards to string together in a sort of iconographic language. It’s also hard to connect with your avatar, since the game holds it at a distance – and to be honest, its also because the avatar’s head is the size of a grain, so there’s not much to see anyway. Instead, you go toward or away from the camera to walk down or upfield, letting the ground fade in and out as you do so. Walking about on the field is strange, because it’s not in a traditional 3-D fashion, but neither is it strictly 2-D. So I started following the map toward a settlement, more or less. Initially I didn’t have any clear direction what to do or where I should be going, so I figured that this was all about my journey - and I could pick a direction. The game even encourages you to walk instead of run, as your character will notice more interactable objects that way.

Lucky me!Īfter a brief prologue, in which I was told the tale of how my character was imprisoned on a river barge, jumped overboard to escaped, and washed up on Braided Shore, I was ready to get into my measured journey.

I grabbed a backpack, a natty cape, and a piece of cloth with some dried blood on it. Most of its doesn’t seem great, but it all is interesting. Rolling for equipment was pretty fun, as you get a handful of various items and have to guess how useful they may or may not be. My character, a Mirther, grew up in the isolated mountains and developed a personality that was a mixture of passionate, peaceful, and lonely as a result. I liked how you’re forced to pick one negative personality trait to go with your two positive ones. You can choose a “form” (a sort of class archetype), pick a background, shape your personality, select skills, work up an appearance, grab some equipment, assign a name, and then get into the game itself. You get the sense of this from the character creation screen, which is different and “off” enough that it slams on the breaks and makes you actually read through options and mull over what kind of character you want to become. Might and Delight knows that it’s going to be handling a lot of players used to rushing in, min/maxing everything, and consuming content, which is why it also knows that it is imperative to slow players down from the very beginning and have them be more thoughtful and purposeful. So I’ve been quite eager to finally make some time and delve into the early access (or “Chapter Zero,” as it’s being marketed) to see how my money’s been spent. The few names on this list should tell you that I’m not that willing to cast my money on a far-flung future, but the names should also tell you that I will make an exception if a project looks particularly innovative or promising.Ī bunch of us here at MOP fell in love with Book of Travels’ concept of going against the grain of modern MMOs by providing a calm, thoughtful roleplaying experience that wasn’t about large numbers of people running around fighting. One was Project Gorgon, the next Ashes of Creation, and finally Book of Travels. So far in my life, I have backed only three Kickstarter projects - all of them MMORPGs.
