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As an early review, this is a bit incomplete, although it projects my thoughts pretty well based on my experience so far. There are not many reviews out as of this time, and I hope someone would find this useful.
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By 2155 AD., war had already consumed most of Earth's inhabitable surface. Due to large scale destruction and radiation poisoning, humanity is forced to retreat to the last few untouched corners of the earth. Unfortunately, there are still many who wish these last safe havens for themselves.
You start out as an agent who is only just freed from the Commonwealth, a ruling faction that rose from the ashes of the last Great War. Something goes wrong, however, and your rescue team dies in an explosion that simultaneously destroys your stasis chambre. You start with no weapons, and no help. You are forced to learn as you go, blasting and slicing your way through security drones and Commonwealth workers, all the way to the conveniently placed rescue dropship just 2 skyscrapers away. Along the way you are briefed on how to use your weapons, depending on which class you initially chose.
There are 4 classes, Assault, Robotics, Recon, and Medic. Each class has several skill trees, all of which are equally useful for their purposes.
Medic, for example, can be combat oriented, although surprisingly they're not at all useless this way. A great arsenal of poisons and different grenades make sure he is never defenseless. The standard heal gun works like that of Team Fortress 2 (a direct beam of healing), although it can be swapped out for one that group heals. Heal grenades are also great for a big cluster team boost.
Assault works alot in the way a heavy does in TF2, but it is not limited to a minigun and a sandvich. Explosives are natural with this class and, like every other, assault can easily be offensive or defensively spec'd.
Robotics is a bit unique from the classic TF2 Engineer, but withholds many of the basic concepts. You can throw down drones for quick helpers when taking a point, or build a turret for defense. One of the more useful specs are shields, which only your team can shoot through, for excellent cover.
Recon is more of a TF2 Scout/Spy/Sniper class. Very effective melee (critical hits from the back), and with a cloak. The Recon is also very mobile and effectively makes use of sniper rifle when spec'd for long ranged.
Of course, every one of these classes carry jetpacks which allow for superb mobility and dynamic gameplay, allowing intense fights to take place even on rooftops.
Instead of a normal buy-new-weapon-every-level system that normally ends up cheating new players with less money, weapons are managed smartly via "Device points" and unlocked as levels progress. Weapons and offhand devices are divided into 4 seperate levels, and you may upgrade and downgrade at will, but here's the cache: You only have a certain amount of device points to work with. For example, a level 4 Recon rifle would take 4 device points, and if you had nothing else equipped and a total of 16 free device points, it would be 4/16. Now say you upgrade one of your offhand devices to level 3, and another to level 2. Then it would be 9/16. There is no downside to filling all your device slots, but they do tend to run short, so you can't have all level 4 equipment.
Skill trees also add a bit of versatility to each class. Having upgrades like 20% more "power" (your ammo, abilities, jetpack, ect), to 5 seconds more drone time (believe me, 5 seconds is alot) makes for a bit of customization that goes beyond the basic class layouts.
The gameplay itself plays much like Team Fortress 2. Teamwork is essential and the classes tend to share the same attributes. The third person camera works flawlessly, and anyone can easily get used to it. Old classic teambased gametypes like Control Point and Push the Cart reappear here in new life, and no less vigor, while new, creative gametypes like Capture the Mech innovate in the standard. Ledge climbing and wall jumping and the animations that go with them are smooth and useful when you run out of jetpack energy. One thing to note is the fact that there are no headshots. Hirez has made a point out of making sure there are no "one hit kills", but you can definitely die in a matter of 1-2 seconds, especially from a Recon.
Alliance vs Alliance Conquest mechanics are great for large scale wars, a thing unseen in FPS games since Planetside. Territories start out as Commonwealth controlled until they are taken, and can be attacked by other alliances only during a certain time of day. Territories reset at their own times, and you are forced to retake them from the Commonwealth if you've dominated them unchallenged for a month or so. Defenses among other things are customizable for strategic defensive advantages. Territories bring excellent economic benefits to their holders, as well, mining for natural resources that can be used in crafting and such.
The Coop/PvE is -very- fun, if somewhat generic. The instances work sort of like that of World of Warcraft's (or, really, any MMORPG's), except for the fact that you rely on your skill, instead of a level 80 escort. Various bosses and mini bosses that take thinking to beat, give the coop feature much more substance beyond grinding for economic benefits.
Dome cities and social areas are all but functional for their purpose, though they can get slightly laggy with a lot of people. Luckily, these are instanced to keep the population down. They are a very effective social and shop neutral zones. Global Agenda is often unfairly described as an "FPS with a lobby", this is far from the truth, however.
Overview:
Graphics: 8.5 - Bland environments mixed with vibrant sprite colours. Bland in somewhat of an artistic sense, undetailed, clean. GA has very effective futuristic feel to it, and Hirez doesn't leave a single feature of the Unreal 3 untouched in this game to achieve it. Beautiful shading and light. Look up some videos and screenshots; there is really no way to accurately describe it. Animations are clean and smooth, characters are very expressive in their motions and seem realistic. Facial construction is very detailed.
Sound: 7.5 - Relatively generic sound effects. Voice acting is not top notch, but not mediocre. Every sound has its purpose, however, and works well with surround.
Community: N/A - It would be unfair to rate the community at this time (the day after release). And in the beta, we rarely got to test Conquest. The concept is amazing, we'll have to wait to see about execution, however. The single-shard system they have doesn't seperate communities into servers, so we'll have to see how well this game handles all the numbers with so much competition.
Performance: 7.5 - Less than usual for an Unreal 3 game, but that is to be expected from an MMO. I got a 45 FPS average with a 4870 1GB, and a Q8200 @ 2.8 GHz. It never dipped below 30 fps, however. And I run the game on highest possible settings, with x16 AA. Just about anyone with the minimum requirements should find it playable at a low setting.
Gameplay: 9 - If there is one game I could compare this to, it would definitely be Team Fortress 2. But that doesn't do it any justice at all; this is like Team Fortress 2, Tribes, Battlefield, and Planetside all in one game. This is simply the most fun I've had since Halo 2 came out with its groundbreaking multiplayer.
Network: 10 - The network and overall lag performance of GA is superb. Hirez implemented a system they call the "single shard". As I understand it, it consists of one server location per geographical location (per continent). The playerbases are not seperate, however: Each server location communicates with the others to minimize ping and provide excellent network performance so you never miss a shot. The netcode of this game is simply amazing. I could play with a European (I'm American) with just 100ish ping.
Value: 8.5 - The pricing scheme that Hirez cooked up is genius considering Global Agenda's hybrid genre: FPS/MMO. The $49.99 retail copy comes with all the features you'd get from a regular FPS game, plus the economy, and some other great community features that are not seen in a normal FPS. The optional "Conquest" package, for $12.99 a month and enables most of the "MMO" aspects of the game, including the Alliance vs Alliance, upgraded voice, the mail system, and player crafting skills.
Overall: 8.5 - I feel like I'm going to be playing this for years to come, give or take a few breaks. At the moment the game is in pretty good shape as far as bugs go, although there are some exploits popping up here and there (ie. AFK experience). Fortunately, Hirez is very actively involved in its community, especially the forums. Most have already been hammered down the throats of their abusers. I fondly look forward to seeing this game in its full glory a year or so from now.
-Recon415
Edit1: Corrected some errors pointed out and grammatical mistakes. Added some new content as well.
I have computers; they are fast.
Comments
Do you have gear?
How do you get gear?
Is there a auction house?
I am looking for the game, but I never played any FPS... Is this game easy for a new one?
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Yes. Twitch skills aren't as essential as in a proper FPS.
TF2 was known for its casualness in gameplay, GA is much like this, although it can get really competitive.
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And gear is generally only aesthetic, implants take care of stat boosts aside from skill trees. You get it at the store.
There is an auction house, as if normal in any MMO.
I have computers; they are fast.
Great game so far. Still some issues with loading certain maps (it kicks me out of the game) onc ein awhile. The hardest th9ing I found so far was farming rusty plate for the armor/weapon upgrades. Other than that, find yourself a good agency (guild) and have fun!
AvA is like battlefield on large maps ... nothing special .. to pay for it
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FPS : Overwatch
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Minor correction here, your melee weapon and jetpack only have one level and they dont cost any points to equip. You can have 1 main gun (smg, sniper rifle, shotgun), 1 class gun/item (minigun, repair tool, cloak, heal gun), and 3 'off hand' items (bombs, shields, turrets).
Other then that this review is spot on so far. I had my first taste of AvA today and it was fun. The best way I can describe this game is TF2 with EvE style map control.
Minor correction here, your melee weapon and jetpack only have one level and they dont cost any points to equip. You can have 1 main gun (smg, sniper rifle, shotgun), 1 class gun/item (minigun, repair tool, cloak, heal gun), and 3 'off hand' items (bombs, shields, turrets).
Other then that this review is spot on so far. I had my first taste of AvA today and it was fun. The best way I can describe this game is TF2 with EvE style map control.
Great now I need to get another game.
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The game is not a 9 out of 10 I think your pushing it. Map designs where lame last I played and the game felt like a bad mix between TF2 and Guildwars. With netheir of the spark either had in their respective elements. About 1/10th the skill choice as Guildwars, and its missing the fps feel of TF2. Its like a fast and flashy looking car that just sucks to drive. I guess you really have to like TF2 to enjoy this game. A lot of people like this game but I don't find it amazing or evolutionary. Not really a 9 out of 10 I think at least.
We're all subject to our own opinion. I also just now revised a bit of my review, and re-averaged my overview (apparently I did it wrong) and got a 8.5. I was swept up in all the hype when I wrote it, and I guess I overlooked a bit.
I think Global Agenda had a number of qualities TF2 lacked, one being real player depth beyond that of loosely connected server communities like intox. and Lotus. And I've honestly never played Guild Wars so I can't give much of a comment on that. Just realize that this is an MMOFPS, and I don't see the letters "RPG" in there anywhere. This is a Massively Multiplayer Online First Person Shooter, something that is meant to be player driven and not roleplayed. The minor amount of customization in this MMOFPS cannot possibly compare to the likes of Anarchy Online's or WoW's arsenal, but it is sufficient for its purpose - to add diversity to the gameplay of an otherwise somewhat generic shooter.
I probably sound like a fanboy right now, but I'm just defending what I think.
Although I do agree, not a 9/10. It is not perfect.
I have computers; they are fast.
We're all subject to our own opinion. I also just now revised a bit of my review, and re-averaged my overview (apparently I did it wrong) and got a 8.5. I was swept up in all the hype when I wrote it, and I guess I overlooked a bit.
I think Global Agenda had a number of qualities TF2 lacked, one being real player depth beyond that of loosely connected server communities like intox. and Lotus. And I've honestly never played Guild Wars so I can't give much of a comment on that. Just realize that this is an MMOFPS, and I don't see the letters "RPG" in there anywhere. This is a Massively Multiplayer Online First Person Shooter, something that is meant to be player driven and not roleplayed. The minor amount of customization in this MMOFPS cannot possibly compare to the likes of Anarchy Online's or WoW's arsenal, but it is sufficient for its purpose - to add diversity to the gameplay of an otherwise somewhat generic shooter.
I probably sound like a fanboy right now, but I'm just defending what I think.
Although I do agree, not a 9/10. It is not perfect.
I respect the honesty OP. Thanks for the review.
Gear - Yes, armour is just for looks thou, but you can upgrade your implants
How do I get gear - Armour is bought or crafted.
Crafting - craftingmaterial is gained true PvE
Auction house - Yes there's a AH, it's still somonewhat basic imho.
TF2 was known for its casualness in gameplay, GA is much like this, although it can get really competitive.
Having to play on the Z axis because of the jetpack can be very challenging at the beginning but when you get the hang on it, it brings a lot more experience to the gameplay and a huge advantage over those who hasn't.
When the hype is so high, the fall is long and painful.
I'm having a blast with the game. Got really hooked on the Robo in beta, but I've been having quite a bit of fun on my Assault. My only gripe so far is the matchmaking system for PvP matches could use some tweaking. I'm not really peeved about having higher level players in the match, I'm just tired of seeing both my team and the enemy team have 8/10 recons.
Recon has always been the favourite class in GA. Ever since before alpha, since the dawn of the game. Honestly, who doesn't want to be a ninja in all practicality. This is once again manifesting itself in the noobrush of the first month of release.
I, in the beginning, was interested mainly in Robotics, and in beta Robo's were ridiculously over powered with the hornet mainly.Now that everything is balanced out, I tend to find myself playing my medic quite alot. I used to make a joke of this on the GA forums proclaiming myself as "Recon the Robotics", and then making sure to point out that I've had this name since long before GA. My name of the GA forums is actually, just "Recon".
I have computers; they are fast.
Is it possible to "Xpadder" the game say with my PC Xbox gamepad? or are there way too many shortcuts/multiple button presses at once, that would intrfere with the limited amount of "buttons" on a pad?
666
I remember alot of announcements mentioning alpha testers using controllers to try to perfect it. I haven't heard much about it since, but it's probably still there. I remember them commenting on it being fairly easy to manage.
I have computers; they are fast.
Cheers, D/L the game as I write, I hope this game makes up for all the dissapointments I've had this past year and it sounds very much like it's going to do it!
666
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WoW, Alot of positives with this review and following posts . Perhaps I Betaed and HeadStart the Wrong MMO.
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That's what I'm hoping for. This is not an 'M'MO right now by classic definitions. It is a MORPG with character progression and customization.
If they let us out of the Domes, i.e. had a persistent world, mission archs, and storylines it might attract people to sub.
Game play is smooth for me with a machine in the middle of min. and rec. specs.
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I am getting the impression the large majority of you folks have only been playing the game for a week at most.
Here is the run down from someone who's left the honeymoon phase.
1. PvE -- Horridly written, the diffrence between a Low Sec and a Medium Sec is HUGE. Certain mobs scale very poorly, namely Android Squads who start out as an annoyance and end up being able to two shot the unwary. The same maps are replayed over and over, 2-3 per difficulty with a random boss ( out of a 5 boss selection) thrown in at the end. The loot reward side of PvE is equally as lackluster, with nominal credits ( which only serve to fund AvA) and crafting materials as the only true rewards for PvE you are pidgeon-holed into farming materials.
2. PvP -- There are 5 map types for pvp : Robot Control, Control maps ( Think capture the flag), Breach maps ( CTF, but once a flag is capped you move to the next, tiered), Scramble maps ( CTF... again, except the flags spawn in 1-6 diffrent locations in a map), and Payload in which one team tries to push a large object threw several defensable objectives to the opposite side of the map ( sounds fun, but its not). Ontop of the poor selection of pvp types, you can not pick your favorite... as selecting you want to pvp throws you into a random queue of all map types.
Secondary to PvP issues is the pug ( Pick up group, or random que generated groups) which are almost always a disaster. You CAN queue up as a 4 man team, but that still leaves the chance the other 6 on your team will be random PUG's who think medics should be using the rifle and jetpacks are for sissies.
3. AvA -- The END ALL BE ALL of Global Agenda, the REASON to pay a monthly fee, the main marketing componet of this game. IS BROKEN.
Picture this You open up your conquest map, there are 200 hexs on it, The Virus Agency purchases hexs( A hex is basically a base, which you can't access unless to defend or assault, nope .. sorry no exploring or sense of ownership) in the top NW corner. The Garfield Agency purchases hexs in the opposite side, the SE side of the map. There is nothing to prevent ethier agency from attacking the other. You simply click on the hex and as long as you have 10 agents ready to fight for it... you can. Sounds good right? Its not ... the conquest map is a completely failed system. I am apart of the largest American Alliance, and the Strongest to boot .. we own the Citadel and Warlord maps, the game is no longer fun. There is no competition, there is no drive to compete, there is no reward for competeing. All of the smaller alliance and agencies have been kicked off the map, the only way you compete with us is to field 5-6 Strike forces or more and zerg the piss out of us. Ontop of all this -- Every Agency in the alliance and in the game that I have spoken with ARE ALL LEAVING March 1st. WHY? Because the game is boring, there is nothing to do, AvA mechanics are broken beyond belief.
So love this game for a week or two if you must, but beware .. you will leave in less than a month. The FPS aspect of it isn't even as good as MW2 or BC2 or ANY OTHER FPS ON THE MARKET.
Another Failed Indie Game from Indie Developers who don't want to make the game the players want... but the game that they want.
Could it be because the game players want is economical un-viable? Would cost way more than any subscription or store method of revenue generation could pay for? Could it be the lack of Supercomputers available to game designers? Could it be that players are in such a rush to get to the 'end game' they miss just enjoying playing a game?
This game, just about everywhere I've seen as far, hasn't gotten less than an 80. I don't consider that a failure.
It has it's flaws, and like all games, is not for everyone. The combat is not meant to be like BC2 or MW2. MW2 was an overglorified remake of MW1 which got the main "2 shots you're dead" concept from Counter Strike. It may be horrible to you, but your own opinions don't apply to everyone.
Please, if you're going to compare this game at all, compare it to something similar. This is like comparing EvE to World of Warcraft..
I have computers; they are fast.
See now, you just defined the problem. Everyone wants to be on the winning team, so one Alliance grows so big that they can dominate any AvA map they want.
Here's the thing... that's NOT THE POINT of AvA.
The whole point behind the AvA conflicts is to encourage rivalry and unrest. When you form an alliance and just let everyone join it, what the shit do you expect is going to happen?
For my part, I won't join any Agency whose plan is to join "Massive Mega-Alliance 101", because the entire point behind the AvA game is to be IN CONFLICT with other Agencies.
In my opinion, HiRez should re-work the Alliance system to allow no more than "X" number of Agencies to join, with a total of "X" number of combined players between those Agencies. They should be able to run the metric to fill in the Xs. That would alleviate this whole "Ooooooh let's all be friends in an online competitive pvp game" syndrome.
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