Salem Preview

Thanks to Strategy Informer, we're able to read through a second preview of Seatribe's Salem in a single day. Sure, you can be as wicked as you want in the MMORPG, as long as you understand the consequences:
The only point of concern is their approach to PvP, which is interesting in the fact that it forms part of their wider Crime & Punishment ethos, but worrying in the lack of controls in place. Basically, there is no 'opting out' of PvP. If you're in the game, you have to be open to the possibility that someone may just up and kill you. That said, Seatribe don't want this to turn into a free for all - you need to learn specific skills in order to engage in PvP, and especially kill, so it's something you have to earn.

In addition to that, whenever you commit a crime, you leave behind a 'scent' - the worse the crime, the stronger the scent we're assuming here - stealing was confirmed, and we assume things like destroying other people's creations or property will be there as well. At some point, if you commit enough crimes, you can be 'summoned' by someone and killed, even if you are offline. As we said, this forms part of their wider take on crime and punishment, which is very interesting. Even if you kill someone who's committed a lot of crimes, you yourself still get a scent, as Seatribe take no moral stance on justice and whether it's justified to kill or not. In a general sense, I wish this more 'aggressive' attitude towards keeping people in line was applied to other co-operative based games - incentives are nice, if there's no 'stick', then the carrot has no meaning.
Ex-Britannians may not have seen the last of Dread Lord Buck Satan yet!