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7 of 7 people found the following review helpful:
4.0 out of 5 stars
Is this total online warfare? - Not yet, but getting there., 29 Oct 2003
For the newcomer to Massively Multiplayer Onlinery (which includes myself), Planetside is quite an interesting proposition. Players of first person shooters (FPS) will be intrigued by the possibilities of massed combat on a global scale, with the potential for a team dynamic above even that becoming prevalent in class-based and objective-based games like Medal of Honour, the various Team Fortress incarnations and so on.The reality is certainly worth the experience - the feeling of being deep in the midst of a desperate fight to protect your base, or part of the offensive sweeping across enemy territories is hard to match. There is considerable freedom to do your own thing and head off to play lone wolf, but the real benefits will be felt as soon as you join someone's squad for the first time. Basically, on your own and without a lot of the hardware/skill privileges available to higher tier players, your experience tends to go through a less than enjoyable cycle of spawn, tool up, walk out the door of a friendly facility and, shortly afterwards, get gunned down by somebody with a ridiculously more powerful weapon and seemingly impervious armour. Even if you get the drop on them, you always seem to end up worse off. Annoyed by this, you may try spending some of your early certification points (the game's inbuilt experience reward system) on buying the ability to pilot a nice gunship, or buy a suitably meaty suit of personal battle armour. And then you find that you still end up getting shot to pieces - trying to win the war on your own leads to a rapid demise. However, the experience is transformed when some friendly person lets you into one of the hundreds of ad hoc squads in play at any one time. Indeed, you can flag yourself as 'looking for squad' to highlight your gun for hire status, which is certainly a useful matchmaking tool. Once you get into a squad, you're free to play exactly as before, but now you can share a squad-specific comm channel, agree on objectives, or just chat for a while. Ideally, you'll find yourself working with a variety of players, with all those handy medical, engineering and hacking skills that you can't quite afford yet, not to mention hitching a lift in a friendly transport, or even riding shotgun in the squad tank. Even better, all the experience earned by any member of the squad is given to all other squad members equally (rather than divided between them), so you all get something out of it. Most importantly though, it gives you a sense of purpose and some mutual protection in a raging warzone, with no cease fire in sight. You'll find quite soon that you'll make a few online friends (that you can look for each time you're online) or join one of the persistent outfits (very clan-like) that abound. This sense of belonging makes the whole thing more worthwhile, and drags you back just as much as the desire to get that elusive advanced engineering skill. In terms of game play, the strategic aim is purely control of the dozen or so bases scattered across a continent, with 10 continents representing the total land mass of the planet Auraxis. The balance of power tends to be fluid, as squads move from base to base, concentrating more on capturing enemy bases, than on securing and holding their hard won territories. This, combined with the fact that there is no in-built total victory scenario can make the game seem more like an excuse for all-out combat, than a war for domination of the planet. Of course, that's exactly the hook for the instant action crowd, so not necessarily a big problem for most. That said, the options for coordinated strategy are delivered by the second type of experience system, which is your command rank. As you carry out more tactical leadership activities (leading squads etc.), you acquire command experience, which unlocks further command-related ability. Being able to broadcast to everyone on a continent the need to defend a key position, for example, is clearly a useful tool. But only if people listen to you... The ebb and flow of combat is chaotic, and suffers from the lack of overall control of a remote strategist, but the fact that this is potentially possible within the game's structure, once players start to get more organised, is quite frankly exciting. In terms of system/hardware requirements, this game is quite a monster. On a new PC running at 1.8Ghz, 512Mb DDR RAM, with a low to mid-range graphics card (128Mb Radeon 9200), ADSL 512 connection, I have had a fairly pleasant playing experience. The connection is entirely stable in about 1 month of play so far, but lag and slowdown still occurs when battles get crowded. But crucially, not enough to have me reaching for my copy of good old Battlezone. My suggestion is very much to take advantage of the free 7 day trial available at FilePlanet (and also via a PC Gamer cover disk) to install the entire client and road-test your PC's and internet connection's suitability to handle the strain. This is exactly what I've done, and I'm now happy to pay for the full game, subscription and all.
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