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Intro The world of PlanetSide
has undergone quite a change recently. In an effort to increase the action and
end those moments of wondering boredom, several of the servers have merged together
to form massive battlegrounds. Core Combat, PlanetSide's first expansion
pack, was released some time ago, and after waiting for the servers to settle
down, I took this extremely disappointing release through its paces.
Gameplay: 4/10 PlanetSide
is an enjoyable game. It has a ways to go, but it definitely gets points for having
such interactive combat - a trait only JumpGate can share, which is sad
since I also said this years ago. Even though there were initial problems, the
developers have actually done a good job at keeping up consistent updates to maximize
its enjoyment. So it's a little surprising they released Core Combat, as
there is still some more tweaking left to be done. Not to mention that, when it
comes down to it, Core Combat is almost useless. I say almost because the
developers were clever enough to introduce specific items that benefit the factions
as a whole and, as a result, become important in one-upping the competition.
When
an expansion comes out, I want it to actually
well
expand the universe.
Unfortunately, so many of them these days do so little and with such a lack of
enthusiasm that they end up being little more than $30-40 distractions. And that
is the case with Core Combat. When I say that it adds new vehicles and
weapons, along with six underground caverns to fight in, more alien architecture,
and technological items that can enhance a faction's attributes, I wouldn't be
surprised if one would think that it's a pretty solid deal. Well, it turns out
that it isn't nearly as good as it sounds. The
new weapons and vehicles can be used by all factions, and there is three of each
out-the-box. The weapons consist of two rifles and a pistol: the Maelstrom is
a Heavy Assault rifle that does heavy damage at medium range with a standard rate
of fire, and it shoots energy streams and energy grenades; the Radiator is a Special
Assault rifle that does medium damage at medium range with a medium rate of fire;
and the Spiker is a Medium Assault pistol that does medium damage at a long range
with a medium rate of fire and shoots charged beams that explode on impact. The
new vehicles are also diverse: the Flail is a Mobile Artillery unit that has poor
handling, handles one unit, and uses a dispersion cannon for a heavy, defense-oriented
attack, but it can also be coupled with a unit using a laser to light targets
for it; the Switchblade is a quick ATV that handles one unit, but it can be deployed
to use as a turret, which increases its rate of fire; then there is the Tactical
Support Router, which has a telepad that can be dropped and used to bring people
back and forth. Interesting additions, but the lack of quantity and faction-specific
weapons hurts. Probably the most enjoyable
and useful aspect of the expansion is the addition of modules. Ranging from equipment,
vehicle, pain, health, speed, and shield, these upgrades affect all units whose
factions have control over them. The modules allow the new weapons to be spawned
above ground, as well as speeding up the timer to get a new MAX suit; the new
vehicles to be spawned above ground, as well as a quicker charge timer; damage
done to enemies when they enter certain areas, like barracks; max health is greater
and health regenerates within a sphere; respawn timer is shortened in areas with
it installed, and units travel faster on foot; and, a force field forms inside
the entrances to bases. These actually take high precedence in PlanetSide, with
factions displaying impressive protection techniques whenever escorting the player
that is racing a module towards safety. The
new weapons, vehicles, and the modules are all nice additions. In fact, they are
fun to use and should be greeted warmly by most fans of the game. The problem
is that there really is no reason why this couldn't have been included in a free
download - or if the core didn't suck so much.
While the cover shows units having a firefight in subterranean buildings, with
all sorts of exotic crystals and structures around them, the reality is that the
core is boring. It isn't just boring, it is insanely boring. The most people I've
ever seen in the core at one time, including myself, were three. Not only that,
but players tend to ignore each other because they are focused on getting the
modules. They are also focused on trying to find out where in the hell to go.
Another problem with the core(s) is how they are put together. They all feel like
the level designers simply plopped down rocks in the middle of the sky and on
top the ground, called the structures, and then connected them with ziplines.
Ziplines are energy beams that the player steps onto and is carried to the other
end of - and they are also an incredibly convenient way to try to hide the horrible
core designs. The lines are everywhere, as are the various rocks-made-structures
where items can be retrieved; the structures themselves are also increadibly desolate,
with almost nothing in any of them. The notion of fighting in the center of Auraxis
seems like a good premise, and it very well could have been, but instead gamers
are given a half-hearted, shoddy release that, not only feels like a way to siphon
$30 out of pockets, but isn't even needed because those without the expansion
can reap the benefits of the modules and still use the older weapons. To
get to the core, players have to travel through geowarps. These are only open
at certain times, with only a few on each map. The time that they are open has
gotten longer, which I guess is a plus. The geowarps function just like the jumpgates,
so there is no difficulty getting to the caverns. PlanetSide
is still a fun game, and I do enjoy it. But, I don't enjoy Core Combat.
It feels like someone just took a healthy update and burned it onto a disc. PlanetSide
itself, while being updated constantly still hasn't had some issues addressed
- things like the ability to peak around corners or there actually being a worthwhile
purpose to spending hours locking down continents haven't been addressed. The
new additions, except the core, are fun, but nowhere near worth the asking price.
Graphics: 7/10 The game still looks pretty good. I'm not sure much
was really changed here, though. The new vehicles and weapons have a smooth look
to them that share the Vanu Sovereignty's alien-styled items- because of them
being ancient alien technology and whatnot. Except the foliage's nasty tendency
to pop up, the game has aged well. Sound:
6.5/10 I like the dramatic music in the menus and when entering the game
world. The standard tunes aren't bad either; the same can also be said of the
vocals and weapon effects. Battles sound like battles, hovercraft sound like they
hover, and buggies sound like they're straining to climb hills. I would like some
more music that emphasis the hectic feeling of a firefight, though.
Control: 7/10 In terms of being a
first-person shooter, PlanetSide is starting to feel a little old; titles
like Call of Duty, and even Soldier of Fortune II, just have a better
feel to it than the infantry-based portions in PlanetSide. That isn't to
say that it's bad to play as a foot soldier, I actually prefer it over using vehicles,
but there is certainly room for improvement. Aside from a few of the vehicles,
I am horrible at controlling them, likewise with the new additions, so it's nice
to see some things haven't changed. Overall:
3/10 Core Combat isn't worth it. If the core wasn't a ghost town that
consisted of absolutely horrible designs and lacked any hint of imagination, then
I might reconsider. The changes made to PlanetSide itself are minimal and,
despite the the new weapons and vehicles being fun to use, they aren't such great
and unique additions that they simply must be used. It seems as though many of
the players have opted to skip out on this expansion, which is for the best, because
there are a whole lot more better ways to spend $30. [
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