Hands on With DUST 514 - rodgerspromptiff
CCP Games is known for their successful, slightly insane Sci-Fi MMO, Eventide Online. The stake is exclusive to PC, and sees players active for say-so in massive spaceships across a single, shared universe that's household to hundreds of thousands of players. When they announced that they were developing a New title, a free-to-playing period archetypal-person shooter for consoles wasn't the first thing that came to mind. But Sprinkle 514 is coming: I was given or s workforce-on time with the unfit at CCP's Fanfest 2012 last week in Reykjavík, Iceland, and IT surprised me in more slipway than one.
Dot 514 International Relations and Security Network't your typical first person shooter. Information technology's joined in real time to the EVE Online universe, and Junk 514 players on the PlayStation 3 will be fighting for (and against) EVE Online players on the Personal computer, subjugation territory and etching their names into the games rich, player-determined lore. Demarcation that with the standard jaunt in something like Call of Duty, where you'd wake your Xbox 360, shoot at friends and foes for a few rounds, so record hop offline to travel eat dinner. In Debris 514, your actions will mean something in a grander universe.
Countless developers have spouted this line as a way to get people interested, but CCP showed us how this is true in relation to Eve Online.
One of the cornerstones of Eve Online are player-run corporations. Players are responsible for everything that happens in the EVE Universe, energetic conflicts by battling over territories and resources. Corporate espionage and betrayal are commonplace. And it's a big wheel, as the player-driven thriftiness means that every conquered system means someone else is denied precious resources. Players will interact with all other in slipway that an Federal Protective Service and MMO have ne'er done before. That may sound like PR-speak, but it's true.
Atomic number 3 we filed into the beautiful theater at the Harpa Opera Firm, we were told that we would be donated a demonstration of what made DUST 514 different from every else prototypal-person shooter. The demonstration stuck to the conventional demo that is usually shown at events like this, but then something unexpected happened. The developer playing the game on stage asked another developer to join; alternatively of pick up a Playstation 3 controller, his helper took command of a PC.
The presentation display went to cut-screen: one go with showing DUST 514, the other EVE Online. As fans began to whisper, the presenter mentioned that they took a shared declaration before the demonstration started and that they were in a temporary alliance. The player in DUST 514 targeted a large group of enemies defensive a idiosyncratic location for an Cavum Airstrike. A target appeared, and the EVE player fired on the planet from his ship. The audience went wild as shots came down from the sky, destroying everything in the targeted district.
Players in wholly distinct games, impermanent in collaboration to accomplish a rummy goal: this is rare, if not a primary. And CCP notable that this was something that they enforced for the offse time in the office a couple of weeks anterior; and that their ideas for cross-program combat are aimed far beyond bombarding console gamers from infinite.
While the gist gameplay of Sprinkle 514 isn't as revolutionary, information technology felt as though it will comprise able to hold its own among the annual Call of Duty and Battlefield releases. I played a handed-down squad deathmatch, merely the center lame type will see to it players capturing terminals thusly that their team's mobile command vehicle rear end dock along the map, while depleting the defending team's reserve of clones.
Clones are central to EVE Online's lore: players in EVE and DUST 514 are apparently immortal, transferring their consciousness to a untried body upon death. In DUST 514, teams testament have a chapiter on the number of clones you can bring into a battle. Once you're out of clones, you won't be able to respawn, near ending a match.
Dropsuits and central to fight. They'atomic number 75 DUST 514's take on traditional first-person gun loadouts, oblation a range of bonuses to mobility, Defense Department, and weapon capacities. An assault dropsuit volition allow you to be active, but a heavier dropsuit will offer better defense, and the ability to carry larger weapons. Players can amply customize their dropsuits, and this is where the microtransactions come into play. CCP insists that the game won't devolve into pay-to-make headway scenarios, but it was tough to get confirmation on just what exactly players would follow able to purchase.
The oversized player count –24 vs. 24 was announced– lends itself well to DUST 514's vehicles. I saw three vehicle types (Light Assault Vehicle, Heavy Assault Fomite, and an aerial Dropship), and for each one felt that it had a very unique purpose that depended all on the situation close at hand.
That said, there are some major issues in DUST 514 that simply scream "we've never made a torpedo before." In all tierce of my play sessions, it was incredibly difficult to kill enemies –and no, it's not because I'm uncomfortable at games. Information technology's bewildering whether this is a simple balancing issue, but when you'Ra standing in front of a player and shooting them in the confront with rockets, and they silence won't die, something is amiss.
Vehicles and solid ground combat also suffered from wonky control schemes. Patc there ISN't necessarily a decent and wrong to designing a game's controls, they felt up clunky. Consider weapon swapping: or else of pressing Triangulum to switch weapons, players must hold the right trigger then use the right stick to navigate a menu, then let proceed of the right trigger while however holding the powerful stick in place before the weapon would finally switch. It was a bit over-the-top. Fortunately DUST 514 has yet to hit Beta, so there'll be some time to variety those issues kayoed.
The poor balancing and control choices well-nig soiled an otherwise solid first know with DUST 514. If non for the connectivity with EVE, IT would have chip off as somewhat generic wine. But the concept of intertwining a Personal computer MMO with a eldest-person shooter is thusly striking that I give notice't wait for it to arrive at the market and see events unfold. The idea of corporations forming in DUST 514, and eventually getting so large and successful that they join a pot from EVE Online is unusual, but in the most titillating path possible. IT's good to see that CCP and Sony are investing so heavily in this idea, and aren't shying away from innovation or the idea of merging groups of two all different players. I just receive to hope that the issues I saw are fixed in the closed beta, whch launches in Apr for Fanfest attendees, and June for everyone else. I can't wait to see where Sprinkle 514 goes from there.
Source: https://www.pcworld.com/article/469516/hands_on_with_dust_514.html
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