Is Farever Worth Playing? First Impressions, Pros & Cons

Explore Farever through this first impressions and pros & cons breakdown covering exploration, combat, progression, multiplayer, and whether the Early Access MMO-lite is worth playing right now.

Is Farever Worth Playing? First Impressions, Pros & Cons

Farever is an MMO-lite action adventure game set in a decently sized open world focused on exploration, combat builds, dungeons, and progression. Rather than making you some chosen hero destined to save the world, the game positions you as just another adventurer carving out your own path alongside everyone else.

The game places a heavy emphasis on freedom, allowing players to experiment with different combat styles, professions, gear progression, and multiplayer systems while keeping the overall experience fairly approachable. At first glance, Farever looks fairly simple, but after spending some time with it, there’s actually a surprising amount of systems packed into the experience. Since the game is still in Early Access, it’s clear the world and its mechanics are continuing to grow and evolve over time.

First Impressions

I went into Farever with basically zero expectations. I had only heard about the game around the time it released, but from what I was seeing, it looked genuinely fun, and the $17 price tag at the time didn’t seem too bad either. So, I decided to give it a shot, and for the most part, I ended up being pleasantly surprised.

The more time I spent exploring the world and getting familiar with the game’s systems, the more I started to understand what Farever was actually aiming for. While the game definitely still has areas that need work, there were also quite a few things that immediately stood out to me during my first impressions.

The World Immediately Encourages Exploration

Exploration in any game is one of my favorite aspects of playing video games. Being able to fully immerse myself in a new, unexplored environment never gets old, and I’m happy to say that exploration in this game is genuinely fun.

One of the biggest standouts is the vertical exploration. There were many sections of the map where, if you looked up, you would see a giant mountain or massive structure sprawling across the sky. That sense of scale immediately pulled me in and caused me to spend hours in each zone trying to uncover everything it had to offer.

You are able to climb, glide, explore underwater, and venture through decrepit caves filled with numerous enemies. Exploration never really felt like a chore. With each new area, I was excited to dive into the tasks presented to me and discover everything hidden within it. Finding hidden treasure chests containing upgraded gear only further fueled my curiosity and drive to keep searching.

The world design feels heavily built around discovery, and that is something I came away very impressed with. Nearly every part of the map feels packed with things to do, see, and collect, which constantly gave me a reason to keep exploring.

Combat Feels More Action Focused Than Expected

I wasn’t really sure what to expect with the combat, but I ended up having a lot more fun with it than I expected. I’m not usually someone who cares about creating the absolute best build. I mainly just want combat to feel enjoyable while still being able to clear content without constantly struggling.

One thing I noticed pretty quickly is that each of the four current classes provides a completely different experience. I started off as a mage and had a blast at first, but eventually I struggled against larger groups of enemies and certain dungeons while playing solo. After switching to rogue, the game instantly clicked more for me. The class felt faster, more aggressive, and much better suited for my playstyle.

Weapons also heavily impact how each class feels. My first rogue weapon focused more on dodging and stunning enemies, while another weapon I unlocked later shifted more toward burst damage. That variety made experimenting with builds feel genuinely rewarding.

Combat overall feels like it encourages experimentation instead of forcing players into strict meta builds, especially at this stage of Early Access. Between the different classes, weapons, passive skills, and skill runes, there already feels like there’s a solid amount of customization to work with.

Character Progression Looks Surprisingly Deep

Leveling up in this game is extremely important since it unlocks major features as you progress. However, progression doesn’t just revolve around leveling alone. As I mentioned before, weapon skills and gear customization add a lot of extra depth to the experience.

Builds already seem highly customizable, and over time players will be able to shape their own character identity through different classes, weapons, and progression paths.

So far at launch, the game features 4 classes, 6 jobs/professions, 150+ gear pieces, 25+ weapons, 100+ weapon skills, along with a variety of mounts, gliders, companions, cosmetics, and much more planned to release throughout the year.

What Farever Does Well

Exploration is One of the Strongest Features

This game is just genuinely fun to explore. I’ve done two different runs through the first area with separate classes, and I still found chests and hidden areas I completely missed the first time around. Re-exploring never felt like a chore, and I think the world itself is beautiful if you enjoy this kind of art style, which I definitely do.

Traversal mechanics, like the bouncing mushrooms, also help make movement more engaging. Exploration constantly feels rewarding, especially when finding gear upgrades that were actually useful instead of instantly replaceable. Hidden areas and treasure chests also kept pushing my curiosity forward as I explored.

Overall, I think exploration is currently one of Farever’s strongest features. The world feels rewarding to explore and does a great job of encouraging discovery naturally.

The Build Variety Has A Lot Of Potential

At launch, Farever already offers multiple weapon and class combinations, with plans to add even more by the end of the year. The game gives players a lot of freedom to experiment with builds, and that flexibility is another big strength. If the developers continue expanding these systems over time, I could easily see it creating strong long-term replayability.

The Roadmap is Pretty Ambitious

The future roadmap for Farever is actually pretty massive. The developers have already outlined plans for new regions, factions, classes, and activities, along with additional dungeons, world bosses, events, and heroic difficulty modes.

The current level cap of 20 is also planned to eventually increase all the way to level 50, which is a pretty major jump. On top of that, more jobs/professions are planned, including features like fishing and archaeology. Future updates are also expected to introduce systems such as seasonal events, reputation progression, and PvP.

Two of the biggest additions currently planned are the Monk and Druid classes, which should add even more variety to character builds and playstyles over time.

The Downsides

Early Access Limitations are Noticeable

I’ll start this off by saying the developers have been extremely receptive and have consistently been pushing out fixes and updates since launch. With that being said, there are still some areas where it’s very recognizable that the game is in Early Access.

Optimization has been a bit rough at times. While the developers have already improved a lot of it, I still run into occasional issues here and there. There’s also a more limited amount of launch content compared to larger, more established MMOs. However, the game does show a lot of promise, especially with the amount of future content currently planned.

MMO-Lite Could Hurt Long-Term Depth

Hardcore MMO players may end up wanting more depth from some of the current systems, as certain mechanics can feel somewhat simplified compared to larger MMOs. The game also currently lacks some of the massive-scale MMO features that players may expect from the genre.

That being said, a lot of Farever’s long-term success will likely depend on how consistently the developers continue updating and expanding the game over time. With how much future content is currently planned, there’s definitely a solid foundation for the game to continue growing.

Repetition Could Become A Problem

One concern I do have is how engaging the overall gameplay loop will remain after putting a large number of hours into the game. A lot of the progression currently revolves around repeatedly grinding activities, farming gear and resources, and rerunning dungeons.

Right now, the gameplay is still fun and fresh for me, but I could see some players eventually becoming concerned about the long-term variety and longevity of the world content if future updates don’t continue expanding the experience over time.

Final Thoughts

I’ve been having an absolute blast playing Farever. It went from being a game I had basically zero expectations for to something that I genuinely hope continues to improve and impress over time.

I think the developers have put together something that is just genuinely fun to play, and I’ve had a great time exploring everything the game currently has to offer. While there are definitely areas that still need work, especially with it being in Early Access, the foundation already feels very promising.

I’m really looking forward to seeing how the game evolves with future updates, and I’m hopeful the developers can continue building on what already makes Farever enjoyable.


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