
Developer & Publisher: Sony
Online Entertainment
Reviewed by Atari
on 6/6/2003
Article
Discussion Forum
First
Impressions:
I
should probably start off by telling you that I was extremely skeptical
about this game. Since Planetside is the first massively multiplayer
online first person shooter (MMOFPS) to hit the market, there is
a lot of room for errors. On the other hand, I have been waiting
for a game that merged the FPS experience with an MMO feel for years
and was quite curious to see if Planetside fit the bill.
Many of my FPS friends have asked the question, "Why pay per
month for an FPS game when I can just go load up Quake or Tribes
and hop on a server?"
I can understand this concern quite well because I was thinking
the same thing when I loaded this game onto my machine. The answer
to that question lies in what you get with an MMOFPS that you don't
get with an FPS. I will speak more about this point in a bit.
Graphics:
The character models and their animations are nicely done, although
I would have liked to see more character customization. You can
only customize the head and voice of your character. Most of the
time, people don't even see your head since you are wearing some
form of a helmet.
The three empires (New Conglomerate, Terran Republic and Vanu
Sovereignty) struggle to secure bases scattered along 10 different
islands. Tall trees, volcanoes, deserts and snow are common landscapes
seen in the game. These landscapes play an important role in the
strategy used on each island. Trees are often used for cover against
flying vehicles and are great for ducking behind to reload your
weapon when you are fighting against infantry. Snipers also look
for good hills to set up camp and boulders can help you keep out
of sight while you sneak closer to an enemy base.
Stormy weather fronts move across these islands and are trackable
via an in-game map. They are somewhat neat but they don't play
a major role in molding the strategy. It would be nice to see
this element develop to play a bigger role in the game (for example,
if there is an electrical storm, it might be nice if the power
for affected bases would go out temporarily allowing a window
where an enemy empire might want to attack). Alas, no such thing
exists at the moment and for now it just makes for an interesting
weather map.
There are around 5 different layouts for bases, some of which
are in desperate need of exit signs. I got lost going in circles
through the bases many times before I learned the layouts (it
also helps to note the icons showing which rooms are which on
the minimap). Once I figured out the different base layouts, I
noticed the level designer(s) had made some good design decisions.
All bases have multiple routes to get inside. If you can't get
to the control center room to take the base, then you could always
go take out the generator of the base and force the people who
are camping the control center room to go save their generator.
The layout allows for multiple strategies on doing this. A defending
squad or squads can also use turrets, air support, ground support
and patrols to help keep their base locked down making it quite
defensible.
The interface is intuitive and simple. Your minimap helps you
find your way around and shows you where close members of your
squad are located. Each squad member is assigned a number from
1 (which is the squad leader) to 10. These numbers show up on
the main map to help you locate each other. The beauty of this
system is that I can see who number 4 is and where he or she is
going without having to ask in squad chat. With one quick glance
of the map, I get a good idea of what I need to do next and where
I need to go.
The chat screen could use some improvements. Right now, all chat
goes through one window and cannot be broken into different chats.
Additionally, squad chat shows up as the same color green as outfit
chat and commander chat. When you have 80 people talking in outfit
chat, that can quickly get annoying. Then again-- how often are
you going to be chatting to each other when you are in the middle
of intense fighting?
Sound/Music:
Maybe
the reason why Planetside doesn't seem to have a sophisticated
text chat system is because it has a voice conferencing system
built into the game. Unfortunately, they are still heavily working
out the kinks in voice conferencing. I have yet to get into a
squad which was able to get it to work. I cannot seem to get it
to work with my router either. My husband was in one squad where
someone had it working and he says it sounded way better than
the Roger Wilco software.
The choices in voices are not too impressive. It would be nice
if they cycled between 5 or 6 different statements when choosing
a voice so I could get a better idea of what the character would
sound like. They don't have creative scripts for the voices either.
You can say stuff like "wow" or "stop" but
nothing that indicates personality like "bring it on scumbag"
or anything particularly humorous.
The sounds for the vehicles (especially the ones that fly) and
weapons are well done. When people are shooting at each other,
you can get a good sense of distance and direction. This is particularly
important for FPS games as you need to keep aware of the activity
around you. There appears to be no ambient sounds (like crickets
chirping or waves splashing). You know, I don't really miss them.
I'd rather be listening for that fire fight in this particular
type of game.
The music selection is a bit odd for an FPS game, yet it too plays
a role. The music changes when a base has been hacked to a more
alerting and somewhat sinister melody, making it a functional
and informative tool in the game. This allows me to easily identify
when a base has been hacked by paying attention to changes in
music as well as my visual cues.
Gameplay:
So
what do you get with an MMOFPS that you don't get with an FPS?
In a nutshell, organized action.
In games like Tribes and Battlefield 1942, everyone has the same
goal but rarely do people work together to accomplish that goal.
Unless people are in a specific clan or team, they tend to do
their own thing. Planetside is setup so you can easily start and
manage a squad by laying out waypoints, talking with other qualified
commanders to organize raids with multiple squads, and being able
to quickly glance at the map to see where your squad members are
and where they are going. Squads are encouraged as your chances
of being able to successfully capture and hold or defend a base
increases with the number friendlies. With all the different kinds
of specializations someone can have, it's good to have varying
expertise in your squads. You'll need an engineer to repair your
vehicles and body armor, a hacker to break into enemy bases and
hack their control consoles, air support, ground support, infantry,
etc. When you go out solo, you can't do everything all by yourself.
And yet, if you wanted to go out and solo, you can still do some
damage to the enemies and have a great time without a squad. You
just won't be very effective at taking defended bases by yourself.
Solo players will probably enjoy the "instant action"
feature of the game that ports them directly to a station where
heavy fighting is occurring.
In Planetside, you are not sitting on a small server of 32 people
fighting. You have vaste empires which are trying to conquer networks
of bases. You have teamwork that goes beyond your own squad. I've
been in battles with around 100 people and my computer didn't
even flinch.
Additionally, there is the MMO element that is unique to this
game in both genre and execution. I have not played an MMORPG
yet that a newbie could jump into and play with the highest level
characters and STILL be quite useful to the group. Planetside
accomplishes this without making you feel like you wouldn't care
about leveling your character. The benefit to leveling is not
an increase in power, but in choices of weaponry, armor and vehicles.
When you start the game for the first time, you have 4 certification
points to use. These points can go towards a number of different
skills like piloting a reaver, learning to hack bases and consoles,
or wearing MAX (heavy) armor. Don't worry if you get certified
in something you don't want. You can untrain it and try something
else if you don't like it. As you kill people and capture bases,
you gain experience. Everytime you level, you gain 1 certification
point. When you level up to battle rank 6, you get your first
implant. Implants give your character special abilities like being
able to see stealthers or view other people's health levels. They
too can be changed out for other implants if you don't like your
selection.
Enjoyment:
Prepare
to be frustrated for the first day or two. There are no "easy
monsters" to kill while getting your feet wet in this MMO.
This game is completely player versus player (PVP). You will need
to learn what you can take on with your character and when you
need to run for your life. Don't be surprised if you used to be
an awesome Quake player with an amazing aim and can't get more
than a handful of kills on the first day. This game is extremely
well-balanced. Part of being a successful fighter in it is understanding
that balance. Defend against aggressors using the appropriate
counter to their methods. It takes a little time to fully understand
what works and what doesn't. When you figure it out, you'll be
addicted.
The tutorial is a bit long, but helpful in understanding how bases
operate. I would suggest going through the tutorial and testing
different weapons, armor and vehicles in the virtual reality training
room at your empire's sanctuary to get a taste of your options.
Multiplayer:
Planetside
has two east coast and three west coast servers which claim to
be able to hold 3000-5000 players per server. The game encourages
balanced empires by giving the "underdogs" more experience
gained per kill while subtracting experience from overpopulated
empires.
Overall
Impression:
I
think the game will have some difficulties convincing the FPS
crowd that the monthly fee is worth it. Additionally a lot of
the MMO players who are typically used to time-based leveling
may not like switching to a more skill-based model for an MMO.
I believe if the FPS crowd gives the game half a chance, they
will not be disappointed.
Personally, I am hooked. I have gotten hours of enjoyment out
of this game. I don't know where the time goes when I play it.
It's insanely fun.
Marketing
Efforts Towards Women:
You
can play a female character, but overall the game is pretty gender
neutral.
I'd like to give a special thanks to my husband for putting up
with our frequent nightly debates on what works and what doesn't
work with this game. ;) He also provided many of the screenshots
for this review.
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