Colin Torretta

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Stories By Colin Torretta

  • Impressions: The Agency (PS3/PC)

    Last month, during Sony Gamers' Day, we ventured deep inside SOE Seattle's secret lair -- no joke, the building's not even marked with the company name -- to get an updated look at its spy MMO, The Agency, for PS3 and PC. Now that details of the event have finally been declassified, we're pleased to share our impressions of the eyes-on demo with you.The actual event began with a fairly lengthy presentation by key figures from the SOE Seattle team, featuring Matt Wilson, Hal Milton and Corey Dangel. All three had previously worked for Microsoft (which would explain why the studio is located just two blocks from Microsoft's main HQ), and, between them, they have assembled an impressive resume, including work on Asheron's Call, Dungeon Siege, Wing Commander, Ultima Online, Total Annihilation and critical darling Psychonauts. Of course, as Wilson highlighted, SOE Seattle's primary objective is to deliver console-based MMOs, a vastly underdeveloped market, in which very few developers have experience. Enter The Agency.%Gallery-63985%

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  • Joystiq interview: Zipper Interactive's Russ Phillips on MAG

    (click to massive size) Last week we had the honor of being some of the first people outside Sony to try out MAG, Zipper Interactive's first game on the PS3. While you can find out a lot of information from our hands-on report, we wanted a bit more insight into one of the most ambitious shooters to come along in recent memory. Russ Phillips, art director for MAG, was kind enough to answer some of the questions that came up during our extended demo of the game. Hit the jump for the full interview.With competitive shooters these days, one of the things that really drives the community is online integration. The ability to log on, see your character and his stats, see how your clan is doing, etc. Is that something that you guys are looking at integrating into MAG?Definitely! We want you to be able to follow your character, build a career with him, and be able to get on any time of the day -- especially to follow your Faction's progress and what is actually going on in the 'Shadow War' so we'll have websites dedicated to providing this information. I think any player that has played a game like this will want to know where they sit and and where their faction sits. So yeah, we've given a lot of thought to that.%Gallery-51370%

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  • Joystiq hands-on: MAG

    Little has been heard about MAG, Sony's ambitious 256-person online shooter that was announced during last year's E3. In fact, other than the CG trailer shown at the conference, there has been an almost total lockdown on any information related to the game. Last week, however, all that changed during Sony's Seattle Gamers Day event. The event was held at developer Zipper Interactive's Redmond, Washington headquarters, where studio heads Jim Bosler and Brian Soderberg took the stage to explain MAG, the technology behind it, and how the game actually works with 256 people. With a long history of making online shooters (the developer was the first to bring an online game to the PS2 with the first SOCOM), Zipper has been working hard to make sure that players will experience a smooth and pleasant experience, even when playing against a couple hundred other people. In fact, it's been running weekly 256-player tests since late last year with SCEA folks in California in order to test the network technology -- Zipper says it's already achieved smooth gameplay. Concept-wise, the idea behind MAG was to be able to re-create battles on the scale of Blackhawk Down, with hundreds of well trained soldiers engaging in highly coordinated battles across large areas. In order to do this, the developer has created one of the most robust command systems we've ever seen in a videogame.%Gallery-51370%

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  • Joystiq hands-on: MAG - part 2

    You can choose to stay in the game as you "bleed out," but knowing there weren't any friendlies close enough to heal us, we chose to respawn. After we were able to take down the bunker, we moved forward -- further into the base. Here we got another FRAGO to take out a mortar gun which was causing chaos for one of the platoons on the other side of the base. Foolishly, we ignored that and ran towards a bridge that the enemy had been using to snipe us and as we turned a corner, we ran right into a full squad of Raven soldiers. After quickly being turned into Swiss cheese, we found ourselves back at the respawn screen. You can choose to stay in the game as you "bleed out," but knowing there weren't any friendlies close enough to heal us, we chose to respawn.The respawning system is familiar to anybody who has played Battlefield, and gives players a chance to switch classes or pick a new spawn point. How you died or how many times you die doesn't effect how long it takes you to get back into the action; instead the game sends out 'reinforcements' every 15 seconds, so depending on where you come in during that 15-second period, you could be back in the action in just a few seconds. It helped keep the action going at a good pace, and since you'd spawn back in with other people, it meant you almost always had fellow soldiers around.As we ran back to the mortar FRAGO, I got there just in time to score the XP bonus as one of my squad mates successfully destroyed it with another C4 charge. Once destroyed, we got the unfortunate news that the enemy had rebuilt the bunker at the front line, making reinforcements difficult -- so our platoon leader directed us over to an AA gun that had been keeping our planes and helicopters from supporting us. We were able to take it down fairly quickly, which gave us a new spawn point right in the middle of the base in the form of a helicopter with twin player-controlled machine guns. It's worth pointing out at this point that while there are driveable vehicles in the game, players will not be able to manually jump into the cockpit of a jet or a helicopter. A minor disappointment, but considering how many people in Battlefield used fighter jets as 30 million dollar one-use transports, it's not that big of a deal. From a personal perspective, I've got to say that I came away impressed. Eventually, we were able to get to the final goal, a large, heavily fortified garage where the high-tech transports were stored. This was a heated battle with multiple squads from both sides converging on the garage as we desperately tried to extract the vehicles. We probably died six times just trying to get the garage open in a mad dash of desperation, but once we started coordinating our attacks we were able to get on of the armored transports out and started back towards our base.While the Raven soldiers were suppose to make sure that we didn't steal any of the vehicles, once we did steal one, their goal changed to making sure we didn't leave the base alive -- and if that meant blowing up the vehicle ... so be it. As some of our troops escorted the vehicle towards the front line, others stayed behind to try to slow down the enemy as much as they could. Unfortunately, the soldiers left behind died quickly in the onslaught of incoming Raven troopers and a well placed airstrike stopped our attempted grand theft auto in an abrupt and violent manner.That was the end of our hands-on (though we did get to play the Raven side later, which was quite a bit of fun and much easier).From a personal perspective, I've got to say that I came away impressed. I'm a long-time Battlefield player and love first-person shooters as a whole, and MAG nailed it in all the right places for a competitive shooter. A solid framerate ("at least 30fps at all times"), no lag, responsive controls, a great command structure, and a persistent world where your actions contribute to your faction's ultimate goal of ruling the world, makes for what could be the top shooter of the year, on any console. Modern Warfare 2, I hope you're listening -- this is the one to beat. #ninbutton { border-style: solid; border-color: #000; border-width: 2px; background-color: #BBB; color: #000; text-decoration: none; width: 100px; text-align: center; padding: 2px 2px 2px 2px; margin: 2px 2px 2px 2px; } .buttontext { color: #000; text-decoration: none; font: bold 14pt Helvetica; } #ninbutton:hover { text-decoration: none; color: #BBB; background-color: #000; } << BACK COMMENT

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