MMOexp:Warborne: Above Ashes – First Look, First Impressions

  • click to rate
    The world of sandbox PvP MMOs is getting a fresh challenger, and it’s called Warborne: Above Ashes. We recently had the chance to dive into its first official playtest — a month-long trial period where the community can get their hands on the game for the very first time. This wasn’t a meticulously planned review session; instead, it was a spontaneous, almost blind plunge into a brand-new virtual world. We had no prior guides, no hours of pre-research, and no expectations beyond curiosity. That raw approach turned out to be exactly what made the experience so memorable. The Setup: Zero Expectations, Full Curiosity The session kicked off with a live video stream. We were joined by Baltazar, a fellow tester, and neither of us had more than a passing glance at the game before logging in. My first contact with Warborne was the login screen asking for a name — not an epic cinematic intro, not a lore dump, just a simple prompt to step into the world. There was something refreshing about starting with zero context. No overhyped expectations, no preconceived notions. We were about to see exactly what Warborne had to offer, unfiltered. Character Creation – Keep It Simple Right away, Warborne Above Ashes Solarbite character creation made it clear this wasn’t about spending two hours adjusting cheekbone angles. Instead, the system is streamlined — you choose from 10 available avatars, each with a distinct look, pick a name, and you’re good to go. If you’re the kind of player who likes creating a highly detailed, photo-realistic representation of your face, you might be a little underwhelmed. But if you’re eager to jump straight into the action, you’ll appreciate the quick setup. There’s a certain old-school charm here. The game doesn’t hold you hostage with endless customization sliders. Instead, you’re encouraged to get into the world and start playing. First Steps Into the World Once we dropped into Warborne’s starting zone, the game’s sandbox nature immediately became clear. The world feels open but structured, with early objectives designed to teach you the basics without overwhelming you. The first activities were simple: Move around, explore the area. Interact with objects and NPCs. Kill basic creatures to gather resources. Combat felt intuitive from the start. The controls rely on a mix of mouse and keyboard — basic attacks with the mouse buttons, special abilities mapped to keys like E and G, and utility actions like bandaging on D. There’s a slight learning curve to juggling movement, aiming, and skill timing, but nothing that feels inaccessible. The Combat System – More Than Point and Click While at first glance the combat looks like a traditional MMO click-and-cast setup, there’s more depth under the surface. For example: Abilities: Special skills can silence enemies, boost your damage, or apply debuffs. Positioning: Right-click aiming lets you line up shots manually, rewarding precision. Mobility: There’s no sluggish, rooted-in-place feeling here — movement is fluid. Even in early training fights, there was a noticeable emphasis on tactical decision-making. Do you focus on finishing off a weaker enemy quickly, or use crowd control on the stronger one to avoid heavy damage? These little choices make fights more engaging than just mashing the same button. Early Rewards – Diamonds and Beyond One of the first missions rewarded us with diamonds — 3 for completing one part, 5 for another, and eventually 50 for finishing the first set of objectives. These seemed to be a form of premium currency, hinting that the final version of Warborne will likely have a player-driven economy with tradeable high-value items. Speaking of the economy, the game features an Auction House (or “Underground Market”) where players can buy and sell goods. Even in the playtest, it was possible to browse listings and get a sense of what might be valuable in the long term. This bodes well for the sandbox aspect, as a functioning market is critical for player-driven content. The World Itself – First Impressions Graphically, Warborne is a mix of functional MMO design and polished stylization. The environments aren’t aiming for ultra-realism, but they’re clear, readable, and easy to navigate — which is critical in PvP situations. The sound design stood out early on. The music and ambient effects help establish the atmosphere, while ability sounds give important feedback in combat. It’s the kind of audio work that fades into the background when done well, but would be sorely missed if absent. Cooperative Play – Testing With Friends Testing Warborne alongside another player made it instantly more enjoyable. Baltazar and I ended up in different spots at times — one of us farming creatures, the other exploring menus or settings — but we could still see each other in shared hubs. The group experience is straightforward: You can share objectives. Looting is individual, so there’s no fighting over drops. Combat roles can complement each other — one focusing on control effects, the other on damage. Even in these early hours, I could see how coordinated teams could dominate in larger battles. Sandbox Potential – More Than Just PvE While the first steps in Warborne were PvE-focused — hunting creatures, gathering resources, and completing tutorial objectives — the bigger picture is clearly PvP-driven. The game’s lore hints at faction warfare and territory control, similar to titles like Albion Online. The starting area may feel calm, but the design strongly suggests that the real action happens once you step into contested zones. Features likely to be central to endgame gameplay include: Guild Alliances – for organizing large-scale conflicts. Resource Wars – controlling farming spots for valuable materials. Player-Run Markets – creating supply-and-demand dynamics. Learning Curve and Accessibility Warborne strikes a good balance between accessibility for new players and depth for veterans. The early objectives are simple enough for someone with no MMO experience, but the underlying systems — crafting, economy, PvP builds — will give seasoned players plenty to master. During the session, I noticed: UI Clarity: The interface is functional but could use some polish for smoother navigation. Settings Adjustments: Tweaking graphics for a consistent 60 FPS was straightforward. Camera Control: Simple to adjust mid-game, which was handy for streaming. The Playtest Atmosphere Because this was a limited-time trial run, there was a sense of urgency. Players were experimenting, asking questions in chat, and figuring out mechanics on the fly. Nobody had mastered the game yet, so the playing field felt even — a rare experience in online games. There’s something special about joining a community at this “day one” stage. You’re not just playing a game; you’re helping to shape its future through feedback and bug reports. What Needs Work No first test is perfect, and Warborne has areas that could be improved before launch: More Character Customization – Even basic color options would make avatars feel more personal. Clearer Tutorials – Some mechanics (like the Underground Market) weren’t explained at all. Polished Combat Feedback – Adding more visual cues for ability cooldowns would help during intense fights. None of these issues are dealbreakers, but addressing them could make a big difference in the game’s long-term appeal. Final Thoughts – A Promising Start Our first look at Warborne: Above Ashes was exactly that — a first step into a world with a lot of potential. The core gameplay is already fun, the combat system has enough depth to keep PvP interesting, and the sandbox framework promises a rich economy and player-driven stories. If the developers can build on this solid foundation, polish the rough edges, and maintain active communication with the community, Warborne could easily find its place alongside other successful sandbox MMOs. For now, it’s too early to say if it will be a breakout hit, but this first playtest left me curious and, more importantly, eager to log back in buy Warborne Above Ashes Solarbite . Key Takeaways from the First Playtest Quick and simple character creation. Early PvE that smoothly transitions into PvP potential. A functional economy and auction system even in testing. Cooperative play that enhances the experience. Areas for improvement, mainly in customization and tutorials. Warborne: Above Ashes is still in its infancy, but sometimes, the most exciting part of a journey is the very beginning — when the world is still unclaimed, and every player is discovering it for the first time.