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Techno Beat-Down – A Perpetuum Online Preview

Updated Thu, Jun 03, 2010 by Medawky

I dislike making comparisons between games, especially when describing a new game, even though it is often easier to use a familiar point of reference to set the scene of a developing world.  Despite my dislike for comparisons, I still need to say that Perpetuum Online is highly reminiscent of EVE Online. Sure, there are robots instead of spaceships and terra firma instead of the vast cosmos of outer space but the overall feel is very much in the vein of what may very well be EVE’s spiritual successor.

If I had a dime for every MMOG player
Perpetuum online

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I’ve spoken to who has expressed a strong interest in a mech-based gamed, I could probably buy…well, a really nice dinner. The sentiment is out there and even evident here on our forums. While I don’t doubt the validity of these player’s desires, I do wonder wether they’ll be partial to the hyper-competitive style of gameplay that Perpetuum Online looks to bring to life. Hungarian based developer Avatar Creations is betting that they will be and, from the looks of the game so far, I wouldn’t bet against them.

Skill ups and loadouts are done in a docking station.

The most striking similarity between EVE and Perpetuum, at least from a casual observer’s standpoint, is also one of the most key differences. I know that sounds like a huge contradiction but allow me to explain. Both games use an advancement model that is skill-based and not dependent on grinding mobs but rather gaining points that are accrued over time. What makes Perpetuum different is that there is no pre-assigning of which skills gain points but that points are accumulated in a lump sum and can be assigned by the player to the skill they choose after they are earned. While I would never be mistaken for a die-hard EVE player, from my perspective this is a much improved way of handling skill points from both a flexibility standpoint and a practical standpoint – I too often found myself forgetting to log in and set up my next batch of skill sets in EVE, leaving me even further behind in the asteroid-laced dust of my hardcore friends.

Formable terrain and vegetation are an intergral part of the landscape .

The world of Perpetuum Online is massive in its size and aspirations, with features such as formable terrain, vegetation that can be altered and modified by the player, and large quantities of raw materials that fuel a robust crafting system. Economy and community look to take on as big of a role, if not even more a more critical one, as combat itself.

Starting players will go through a character creation screen where they choose a human avatar, which is currently not the most aesthetically pleasing aspect of the game by a long shot (keep in mind this is still in beta, and  human models in a robot game are probably pretty low on the priority meter).  At the time of character creation you also choose which Megacorporation you will be affiliated with, either the Asian based Asintech, the North American firm of Truhold Markson or European Union born ICS, which stands for Institute of Corporate Security. Players will also pick one of three schools (nine total, schools are tied to the Megacorp you ally with), one of three specialties and a specific corporation arm within the Megacorp. All of these choices combine to affect your starting skills and attributes.

Perpetuum Online

Combat, from a panned out perspective.

Once your choices have been made you are introduced to the game world in your robot form, sitting just outside of a large high tech base. The graphics here are crisp and clean with a resolution that implies that the game should be played at a relatively widely panned camera angle. Minute detail isn’t superb, but it really doesn’t need to be at this point as overall textures and elements look sharp when zoomed out.  Players can elect to enter a three phase tutorial that will give a quick overview of the game’s major themes – combat and resource gathering--as well as the basics on your robot controls and movement.

Modularity is a key element of Perpetuum Online, from the UI frames (which are all initially hidden and can be displayed and arranged in any configuration you desire), to robot design, which shares another commonality with EVE in that picking the proper loadout and modules will have a huge bearing on how successful your in game endeavors will be. The learning curve is felt right off the bat as your starting vessel is fairly week and the process of gaining the recourses and skill needed to upgrade is a fairly slow and arduous one (at least for this old fart;  you whippersnapper EVE vets may not find it so daunting).

Missions offer good rewards, but with considerable risk.

Exploring the immediately adjacent environs of the starting area will introduce you to the landscape and several versions of NPC drones, which range from the farmable to formidable. It doesn’t take long to learn that caution and discretion should be your guiding principles here as these aren’t level 1 rats or snakes but actual foes that fight back with some teeth. Patience is rewarded, especially early on as you get accustomed to the world and accrue some skill points to beef up your arsenal.

The promise of a brave new world, a dynamic and user shaped economy with political connections, may not be the average gamer’s cup of tea, but for the target audience that Avatar Creations is aiming to capture,  Perpetuum Online has a bright future.  Stay tuned to Ten Ton Hammer for more news and features on Perpetuum.

To learn more about Perpetuum Online visit their website at www.perpetuum-online.com.
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