Monday, 26 November 2012

Planetside 2: First Impressions



It’s landed with quite an impact. Plenty of people have turned out for Sony Online Entertainment’s (SOE) revival of its unique franchise, Planetside. Remarkably there have been no real attempts since the original to deliver multiplayer combat on a massive scale. Planetside 2 dwarfs rivals such as DICE’s Battlefield series. Thousands of players battle each other to take control of the planet Auraxis which is split over three huge continent maps.

The launch has had a few bumpy moments, leading to some quick server down time and quick patching. But for the most part, the game has done a good job of getting players straight into the action; giving them a real taste of the gameplay right from the start. Once you’re online; you pick from a choice of the three factions, character gender, name and face. Not a great deal of customisation, but for the most part you’ll rarely see an opponent’s face behind their helmet. The majority of the customisation comes from cosmetic items purchasable through the in-game shop.


As soon as you hit go, you’re given a brief introduction into your faction and the planet being fought over. After that you’re promptly deployed in a drop pod into the heart of a ground battle. I ended up in a close quarters scrap, defending a tech plant from an assault by the Vanu Sovereignty. Having played the beta, I was able to get my bearings pretty quickly and jump into the thick of the fighting. But for a new player; it will be a little overwhelming as none of the mechanics are explained, and there’s no tutorial to get you up to speed either.

This was my biggest criticism of the beta and SOE have done little to fix it. The first time you enter some of the menu screens, you get a pop-up to explain its purpose. But beyond that there’s no explanation of anything. Want to know how to capture that base? How to acquire vehicles? Customise your loadouts? Well you best find an explanation on the internet. There are some very useful video tutorials produced by SOE which are linked to on the game’s launcher. But why isn’t there an in-game wiki or help function? Providing an easy way for new players to get answers would build on the great first impression made by the initial drop into combat.


Most importantly, the game design leads to the natural formation of large scale conflicts between players. This is a big plus for the game. Seeing armoured columns roll out to the nearest battle is a sight to behold.  Objectives are clearly marked on the map, allowing you to set both squad and personal waypoints to advance too. The map also highlights areas of activity and allows you to redeploy reach the front lines faster.

When in range of a base, the current capture situation is displayed above your mini-map. Points are fought over in a tug of war style. Holding key objectives and killing opponents will increase your team’s score towards victory. However in some of the large scale facilities, this system can feel slow. Especially when your opponents are stuck in their spawn point with no chance of repelling you.


Spawning is generally well handled throughout the game. On the deployment screen you’re given an overview of the map with a current list of held locations and what vehicles can be obtained there. Added to this list will be any deployed Sunderers and squad spawn beacons. These are activated by players to create forward bases. Allowing teammates to quickly spawn nearby and support the offensive; rather than having to travel several hundred metres from the closest base.

To try and prevent any spawn camping. Which is always the most infuriating tactic in any multiplayer FPS; team colour coded shields cover the entrances of any base spawn point. This allows defenders to freely fire at any attacking force, without the risk of being killed as soon as they appear. This would be incredibly imbalanced, but clever placement of these areas means defenders still have to leave the sanctuary of the spawn point to achieve anything useful. As soon as the base falls, the ownership of any spawn points changes. This will slowly kill off any stubborn defenders who refuse to die like men and allow attackers entry to gun them down.


The gunplay is well done and up to the standard of any current FPS. There’s a wide selection of gun unlocks for all classes and vehicles. Each provides a unique feel though the combination of recoil, damage and ammunition capacity. Successful hits are displayed through the crosshairs flashing red; which hits a nice balance by being simple and unobtrusive, whilst providing satisfying feedback. There are plenty of additions to attach to every weapon to tweak its performance. However it will take a long time to customise any weapon with all the available options.

All unlocks are obtained through the certification system. Simply get two hundred and fifty experience points to earn one certification point. Everything costs a certain amount, but the order of unlocks is entirely your decision. No horrible, set linear progression system which has been the staple of many FPS recently. You can play however you want to earn experience, and then invest your hard earned points how you want.


Sadly this freedom of choice is let down by how the free-to-play economy is set up. Many useful weapons such as lock-on missile launchers cost a lot of certification points; representing a significant time investment. You can certainly have a good time with the default equipment, but unlocking one new weapon can feel like quite a grind.

Now obviously the time investment has to be fairly steep. SOE would like to make some money and they have to encourage players to get out their wallets somehow. So far developers like Riot have led the way by showing how popular purely aesthetic items are to the consumer. And SOE have followed this format somewhat. There’s already an excellent selection of helmets, body armours and camouflage patterns to buy. These will no doubt make a fair bit of money; nevertheless weapons are purchasable and at incredibly steep cash prices. At the moment, the combination of pricing structure and the default equipment comes across as a bit greedy.


So will Planetside 2 expand its player base and thrive in the free-to-play market? Almost certainly, as it offers an FPS experience like no other. Being part of the fight in Planetside is simply epic, both in the scale of combat and how it’s presented. The sound design is excellent, it puts you into a war where explosions are thunderous and gunfire is everywhere. Graphically it will make your PC chug for middling quality. I’ve ended up playing with many settings on low to keep the framerate high. Especially during night fights where gunfire lights up the sky in spectacular displays.

If you want to jump into the action, the game client is available directly from the Planetside 2 website and through Steam