When a game designer decides to extract a single fascinating element from a complex genre to create an entire game, it often results in something truly captivating. Just like how MOBAs emerged from real-time strategy games by focusing solely on heroes, Fellowship ventures into similar territory. It aims to carve out the team-based dungeon raids that fuel modern MMOs and package them into a slick game, minus the endless leveling grind to reach the thrilling parts.
After spending some time with a development version of Fellowship, I can confidently say the concept delivers on its promise. It’s all about pure, endlessly scaling dungeon escapades played in teams of four: a tank, a healer, and two damage dealers, each coming from uniquely crafted classes. Whether you put together your own group or use the intuitive group finder, you can dive into quick one-boss Adventures or more extended, multi-boss dungeons. The choice allows you to tailor your play session to fit a ten-minute coffee break or a full hour of intense gameplay.
Once you finish, you snag your loot, tweak your abilities, ramp up the difficulty, and dive back in for more.
I initially doubted whether Fellowship could capture the essence of an MMO dungeon without the MMO part, but it proved its prowess. As you navigate through levels, you clear enemy ambushes and aim for the bosses, with all the classic tasks in play: managing your tank’s threat, aiding the healer, watching and countering enemy abilities, and mastering your class’s skill rotation.
Playing as an elemental mage, even at the introductory level, I was juggling numerous abilities. I accumulated charges to unleash massive freezing meteors or channel icy blasts. Meanwhile, our healer utilized plants that could either deal damage or mend our wounds. Each class clearly understood its strengths and limitations. For instance, my fragile mage wasn’t built to withstand boss aggro. Apologies to our tank!
Speaking of bosses, I encountered four intriguing battles that showcased the range you’d anticipate from cutting-edge dungeon runs. In one ghost pirate level, we faced a skeletal shipmaster who played with our spirits, requiring nimble reflexes. Another fight involved a treasure construct that couldn’t be tanked traditionally; instead, our tank maneuvered a ball to gather scattered treasure. We also faced a massive zombie summoning oceanic tides, forcing us to anchor ourselves and dodge sharks.
But the challenges weren’t purely gimmicky. The developers ensured a mix of fights that demand quick thinking with those that push your class skills to the edge. A fitting example was a daunting warlock boss whose relentless assault and skill summoning demanded constant vigilance. He created zones that forced us to either huddle together or scatter rapidly.
Fellowship’s structure stands out brilliantly. Dungeon difficulty scales gradually, with levels one to six introducing new enemy capabilities and mechanics, removing assistive features progressively until you reach the ideal challenge point. Beyond this, the game escalates for several levels with distinct “curses” that offer both drawbacks and perks. For example, facing Empowered minions sprinkled among normal enemies might seem daunting, but defeating them grants temporary buffs, aiding in quicker mob clearance or boosting your next boss encounter.
The concept of a game featuring infinitely scaling dungeons, simultaneously familiar yet offering fresh hazards, is intriguing. Coupled with the developers’ ambitious plans for competitive seasons, during which players can vie for leaderboard spots and aim for world-first boss defeats, I’m genuinely excited to dive in, strategize, and tackle the adventures Fellowship has in store once it launches this year.