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Fellowship (MMO w/o the grind)

Morgoth

Ph.D. in World Saving
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Announcing Fellowship, the first-ever Multiplayer Online Dungeon Adventure (MODA) game! Developed by Chief Rebel, a brand-new studio based in Stockholm, Sweden, Fellowship brings together industry veterans who have worked on iconic franchises like World of Warcraft, Diablo, Helldivers, Battlefield, The Division, Just Cause, and more.

Fellowship combines elements of MMOs, MOBAs, and ARPGs, offering thrilling endgame dungeon runs, a diverse roster of heroes, cooperative team-focused gameplay, and epic loot. Fellowship launches on PC in 2025 as a premium title.

Remember to check out the game during our Closed Alpha playtest on Steam from Thursday, August 15 to Tuesday, August 20. Join us to help shape Fellowship and be a part of its development journey from the start!

Sign-up for the Closed Alpha playtest here: www.PlayFellowship.com
 

Morgoth

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Fellowship Is A Co-Op Adventure Game That's All Dungeons, All The Time

If your favorite part of an MMO is the dungeons, this game is for you.

By Jason Fanelli
on August 1, 2024 at 9:00AM PDT


8 Comments

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Fellowship (Elraim Studio)
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The dungeon experience in an MMO is sometimes the best part of the game, but grinding to get to the endgame dungeons can be a chore. A new Swedish studio is looking to ease that burden with Fellowship, a new multiplayer online dungeon adventure game--or "MODA"--coming to PC.

Fellowship takes the dungeon-running experience of popular MMOs and streamlines it by letting you group with up to three other players, select a dungeon, and then head right into it. Each player can choose between a healer, tank, or damage-dealer when choosing a character, and each class will have a selection of characters with different kits that allow your group to balance the team to your liking.


It will offer "quick play" dungeons with 10-15 minute runs per sessions, as well as "ranked" dungeons set to the group's preferences--with difficulty and other modifiers available before jumping in. Dungeons will scale in difficulty as they are completed as well, which means even running the same dungeon multiple times will yield different challenges and rewards.
The game is being developed by Chief Rebel, a new studio based in Stockholm, Sweden, and it has been in development since 2018. The team includes developers who have worked on top franchises including Diablo, Helldivers, World Of Warcraft, and more.
Fellowship does not have an official release window as of this reveal, but Chief Rebel will be holding a closed alpha test session August 15-20 on PC. Those interested in being a part of the testing group can sign up at the game's official website.
 

d1r

Single handedly funding SMTVI
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Content of the daily Bestiary #1 vlog has already been spoiled in their reveal video

Screenshot (371).png
 

Reever

Scholar
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Jul 4, 2018
Messages
584
The gameplay looked fine, mostly just a wow clone, but not having your own character is a dealbreaker for me(and Im sure many others) and probably just an excuse to sell you skins for those classes.
 

Dark Souls II

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This disgusting, repulsive, nauseating "art" "style" that started with WoW and infected gaming must die. But I guess the bald, non-binary, he/they, septum-pierced game devs MUST make everything this cartoony, soulless, corporate, oversaturated mid-poly 3d, just like a dung beetle MUST roll forward his ball of shit. Troons will make toons. If you want a picture of the future, imagine troons making every game look like every other game, forever. Because nothing can be either beautiful pre-rendered 2d, or beautiful and realistic 3d. Everything must be this, because modern gaming is just an elaborate auto-humiliation ritual for docile goycattle. I pray that prolonged physical suffering befalls everyone involved in the production of this and many other games.
 

damager

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Joined
Jan 19, 2016
Messages
1,769
45 min time limit on completing the dungeons. Because chatting and making jokes during dungeoneering is what seasoned veterans hate so much during "their favorite endgame activity" and everybody loves ZUGZUG tanks.

As well as no permanent loot rewards. It's like they took everything interesting out of MMO's and left you with Dungeons. And than they took everything interesting out of Dungeons and left you with some gay timed Mini-game. Big pass.

I think this is just some shameful intentional tranny bait from our cuckflame collector in chief Wirdschowerdn.
 
Last edited:

ADL

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This disgusting, repulsive, nauseating "art" "style" that started with WoW and infected gaming must die

Vanilla World of Warcraft aged well whereas Everquest 2 which is only one year older aged like milk. For argument's sake let's drag Vanguard Saga of Heroes and Age of Conan in there too. World of Warcraft still looks better than those games despite being several years older. Wildstar kind of went for the same look and it aged far better than Guild Wars 2 and Elder Scrolls Online did.

WoW's cartoony stylized graphics>chasing "realism"

Seething about WoW's art style is retarded when you compare it to anything else in the genre. It's practically the only game from that era that aged gracefully and one of the few things Blizzard did right.
 

Dark Souls II

Educated
Shitposter
Joined
Jul 13, 2024
Messages
477
This disgusting, repulsive, nauseating "art" "style" that started with WoW and infected gaming must die

Vanilla World of Warcraft aged well whereas Everquest 2 which is only one year older aged like milk. For argument's sake let's drag Vanguard Saga of Heroes and Age of Conan in there too. World of Warcraft still looks better than those games despite being several years older. Wildstar kind of went for the same look and it aged far better than Guild Wars 2 and Elder Scrolls Online did.

WoW's cartoony stylized graphics>chasing "realism"

Seething about WoW's art style is retarded when you compare it to anything else in the genre. It's practically the only game from that era that aged gracefully and one of the few things Blizzard did right.
I don't mind WoW's style itself. WoW looked great back in the day, and it aged okay. But with WoW, all these artistic decisions were actually made for a reason. Lower polycount was a decision made for optimalization sake, so the game runs smoothly on all systems. Oversaturation and high contrast of everything were a necessity to make things readable on small CRT monitors and so on.

But why so many developers copy this style up to this day? Because they are lazy, untalented, unable of making either realistic 3D or beautiful 2D, and knowing that they can get away with mass-produced goyslop that their docile goycattle consumers are conditioned to consume.
 

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