Game play & Mechanics
I was lucky enough to experience this game during it's only beta week and I will say that I did enjoy playing this game. I haven't played a FPS game in a long time for many reasons, but when I saw this game, something told me it was going to be different from other FPS games. Let's go over the game play and mechanics in one section though.
- Quick and easy matchmaking
- Simple controls (Just like most FPS games)
- Doesn't feel clunky
Ok, let me explain.
The matchmaking system was really easy to understand and to use. Click play, done. You're in a lobby and ready to shoot things.
The controls are basically the universal controls of all FPS. Not a 100% pro but definitely a good thing.
Whether you are running or jumping around the buildings as a pilot or controlling a mech and stomping on other pilots as they try to maneuver around you, the game felt smooth. Most mech games don't accomplish this at all. I very impressed with how they handled it.
Now onto the part where I am gonna get ripped open a new one for people who think this is gonna be the next Halo or CoD.
- No Bullet Gravity
- Same Run and Gun gameplay as other FPS games
- No comeback mechanics
Again, let me explain.
There is NO bullet gravity. When you shoot at a target, at any distance, the bullet is going to hit where the cross hairs were on your screen. Seriously. I tested it. The only bullet mechanics that are in the game are the ranges of the weapons. So the realism, even though it's a futuristic game, isn't there.
Yes, you can double jump and wall run but basically the game is the same old FPS mechanics with a touch of Mirror's Edge. Not any cutting edge technology really, just basic mechanics from other games used to compliment a FPS. I'm happy that they have finally found a way to possibly spice up the movement in these games, but it's a very SLIGHT change.
Either the battles are completely neck-and-neck or it's a shut out. If your team is behind by 50 points, your team basically has 0% chance of coming back. Why? The grunt system. I actually liked the feel of how hectic the game felt and looked. The grunts/minions during the matches actually made it feel like I was on the front lines of a battle, unlike feeling like I was put into a room with a few other players to 'settle our differences'. So the grunt/minion system was success in that light, but it actually made it so there is no possibility to swing the tides in your favor. I've seen matches won where the team ran over minions with their titans. Basically no players on the losing team killed but had over 40 minion kills per player. That's great but doesn't that take away from the basic fundamentals of FPS games? It's a crazy mix of PvP and PvE, that works but not for any form of competition or e-sports related game play.
Because this was a beta, there wasn't any storyline. BUT, here is an awesome picture.