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  • E3 2009: Global Agenda impressions, continued

    by 
    Mike Schramm
    Mike Schramm
    06.03.2009

    My "Engineer" equipped, we ran over to the PvE mission master, grabbed a mission, and then got a cinematic of a dropship taking off and landing in the zone. After a little experimentation with the force fields and turrets (Robotics characters put down a marker which then needs to be repaired up to full strength with a special weapon), we dropped into the building, and were instantly confronted with some Star Wars-style droid robots. With the character at mid-level already, they were a little tougher than beginners will find, so at first, when we tried just a straightforward assault with the "flubber" gun, they got the better of us. But after a short delay (death brings just a few seconds' respawn time, and then you can respawn and warp back into the battle through a respawn beacon), we went back into the fray, and when we used our special skills (put up a one-way forcefield and created a turret and a robotic pet to help us fight), we finished off the robots (including a "worker," who served to bring in reinforcements and had to be taken down first, and a bigger ED209-esque boss robot). Next up, we tried jumping in to some PvP. Players in Global Agenda will be able to level up via either PvE or PvP -- PvE missions will accept 1-4 players, and while the enemies may be the same (though Harris said they were experimenting with putting players in at different spawn points or switching up enemy spawns a little bit to give the levels some more variety), they'll scale in difficulty depending how many friends you bring along. PvP missions are more common shooter settings (Attack and Defend, Capture the Flag, Escort), though sometimes with a special twist: The CTF maps are actually "capture the robot," where the flag is actually a giant mech that players need to jump in and return to their side to score. This time, we specced a medic together, and saw a few of the different ways you can play that class: you can make it very much like a TF2 medic with just a single target healing gun, or go with a chain-healing gun (that can hit multiple targets with the tradeoff of being weaker), or you can choose a "nanite" weapon, which hits with single shots rather than a channeling stream, and provides a heal over time when they hit. All weapons and abilities are governed by an energy stat, which works like mana in other MMOs -- there's no ammo, so if you have energy, you can fire, otherwise you'll have to seek cover and rest. Lower level guns can be fired indefinitely, but more powerful guns have a rate of fire just limited by how much energy you use with each shot. Turns out our medic did pretty well -- not only did we keep up some friendly players in the Attack and Defend map, but with the medic's boost ability (all classes also build up "boost" as they play, and when you fill that meter, you can use a special move that usually affects the whole team, very much like Call of Duty 4's perks), we laid down some great AoE healing that turned us into a pretty powerful force on our own, too. PvP was actually lots of fun -- given that the game is still in alpha, it wasn't completely balanced yet, but the feeling of a good shooter is there: we took attack points, Robotics turrets defended until they were overpowered, medics held up tanks through enemy assaults, and Recon characters snuck around with stealth and tried backstabbing with melee. But while the action is in a good place, the rest of the world still needs work. Harris says that outside of battle, there will be similarly instanced social areas to go through, but the places we saw were still pretty generic: you can visit mission givers, buy armor in an auction house, and buy dye to customize that armor, but otherwise the social areas were pretty lifeless. There were still people running around -- the game is currently in an alpha, and is starting up a closed beta this summer -- but there's no open world, no place to watch matches in action, and no real social mechanics to tie people together. At the highest levels of the game, the world depends on huge guilds working as a team: players will be competing for hundreds of different maps to try and advance their Global Agenda (see what we did there?). But while there will be a pickup matchmaking system in place, with no open world, it'll be interesting to see how players find each other. A little social boost might go a long way. But other than that, Global Agenda is shaping up well -- Hi Rez is doing a great job of mixing in some uncommon influences and combining them with the persistent MMO genre. We'll definitely be on the lookout for the beta later this year.

  • Hi-Rez Studios executive producer Todd Harris on Global Agenda's gameplay tiers

    by 
    James Egan
    James Egan
    05.13.2009

    One of the new breed of sci-fi MMOs that crosses a first person shooter with an MMO is Global Agenda from Hi-Rez Studios. For those fans of class-based FPS games like Team Fortress 2, Hi-Rez Studios has emphasized that TF2 has been a major influence on Global Agenda's development. While the game's release date hasn't been announced yet, Hi-Rez has been fairly active in terms of promoting Global Agenda. Hi-Rez Studios executive producer Todd Harris has written a dev blog for MMORPG.com titled "A Minute To Learn, A Lifetime To Master", a motto which is very much the spirit behind Global Agenda's game design. Harris breaks down the major tiers of Global Agenda's gameplay as: Action/shooter mechanics and reflexes; RPG/build; Team tactics and cooperation - per mission instance; and Domination strategy and coordination - per alliance vs. alliance campaign. Harris goes into detail in each of these facets of the game, and explains how these tiers have played out with the roughly 1000 Global Agenda alpha testers. For more on the game design decisions Hi-Rez Studios has made with Global Agenda, see "A Minute To Learn, A Lifetime to Master" at MMORPG.com.

  • Video interview tells us more about Global Agenda's storyline

    by 
    Shawn Schuster
    Shawn Schuster
    04.14.2009

    When you think of Global Agenda, what do you think? Action-packed PvP, right? While that's a huge part of this upcoming game from Hi-Rez Studios, there is a story side that we don't hear much about. In the latest Game Trailers video from GDC, they interview Global Agenda's Executive Producer, Todd Harris, about more of the storyline and PvE aspects of the game. All the while, we get treated to some amazing in-game combat footage, showing off the updated look and animations in the game as it approaches its beta period.In this video we learn about the primary entity in the game, known as the Commonwealth. Your character begins as a fugitive from the Commonwealth who escapes to join player-run agencies, where the real action begins. From here, these agencies (or guilds, if you will) fight for control over the scarce land and resources left after World War 3 wiped the slate clean. Wanna find out more? Check out the entire video interview embedded after the cut below.

  • Global Agenda Q&A explains Hi-Rez Studios approach to sci-fi MMO

    by 
    James Egan
    James Egan
    02.10.2009

    More opportunities for sci-fi MMO gaming will present themselves in the coming years, and we've been taking a closer look at these in-development titles. One such game that we've written about is Global Agenda, an MMO that uses Unreal Engine 3, which its developer Hi-Rez Studios describes as a futuristic "spy-fi world of advanced technology and player-driven conflict." MMORPG.com recently ran a Q&A with Todd Harris, Executive Producer for Global Agenda: "Top Three Questions about Global Agenda... Answered!" The developer journal addresses the fact that Global Agenda is more about tactics than twitch. Despite being a (third person) shooter, the game has RPG elements. Harris writes, "... your character actions and contributions affect the outcome of a single mission (like an FPS), your character career (like and RPG), and your agency's long-term Campaign goals (like a strategy game.)"