Updated Wed, Jul 15, 2009 by Ethec
At E3 2009, Ten Ton Hammer sat down next to Global Agenda’s Executive Producer, Todd Harris, to get a hands-on play session with the upcoming persistent world shooter, and we’re happy to report not only that the game is coming along nicely, but that aspects of GA like pacing, social aspects, and itemization have a lot to offer the traditional MMO player.
Character creation was fairly standard, with a few anachronistic
choices like lamb chops and a handlebar mustache, but it all adds
uniqueness to your character. The opening sequence sees several agents
busting in to rescue you from a stasis chamber - what the Commonwealth
uses to salt away and straighten out its dissidents. Instead of a smooth extraction, the rescue team was
annihilated in an explosion that simultaneously busted me out of the
chamber proper. This also explains why your character is feeling a
little weak and perplexed at the start of the game, despite being an
important part of the resistance.
The tutorial, which came next, was a fairly typical progression from learning movement to tuning in to the basics of combat. Much of this will be familiar to online FPS players, except for the lack of sprint. Todd explained that the jetpack had taken the place of sprinting, and I couldn’t help but feel it was a good trade. Another nice movement touch was mantling obstacles by jumping up to grab a ledge, then jumping again to pull yourself up (which may be necessary when your jet pack is temporarily out of juice and recharging). After tagging a few baddies I was ready to blow out of there, and jumped onto a hovering transport for immediate evac.
I soon found myself in an underground facility used for training by the resistance. It was time to make a class choice, and in true demo fashion I went not with the class I’d want to marry for life, but the coolest looking one. My choices were assault, robotics, recon, or medic - all of which do about what you’d expect save the robotics class, which builds missile turrets and healing stations, sporting mobile robot pets and other gadgets designed to highly annoy the opposing team. I remarked on the robotics guy’s third arm, and Todd noted that having a distinctive silhouette was really important to Hi Rez.