The premise, engine, day-night cycle, sound, and particle effects are great, but at the moment there is a lot of work needed for the meta (chess-like/map-moving) game. It currently feels like a shooting game slapped on a good engine with major ideas still needing to be implemented rather than tweaked.
With fast capture times, capture nodes that are exceptionally easy to access (with many out in the open), sprinting/ jet packs for infantry, few base walls, and a fasterTTK, the game is more of a large whirlwind of captures and shooting than a strategy/tactics/shooter/vehicle game that PS1 was.
With the original, I can remember hour-long drawn-out fights, the name of all bases, etc. As of the current build base names are irrelevant, as the fight will quickly wrap-up at its current location and resume elsewhere within 5-10 minutes. I really do not see many hour-long fights occurring here. In this sense, it feels more like a very large UT3 with fast-paced decisions yet different capture areas.
As a medic, I am doing much more reviving than I am healing, which is more similar to my games with Battlefield 3 and very different from Planetside 1.
As of right now, it's a modern shooter with some PS-elements (80% modern shooter, 20% Planetside) rather than a re-take on Planetside with some modern mechanics. Some vets, including myself, were hoping more for a much different ratio. I played PS1 over Battlefield, UT, Call of Duty because of the differences.
What's worse is the large number of people in the beta who seem to prefer this, and that is frustrating. The entire game moves exceptionally fast and will likely be a great hit for the monster-energy-drink chugging crowd.
I'm not dogging the devs. If this game continues to play out this way, I will move on and wish them well. However, as of the current date, the game is disappointing to a long-time veteran. That being said, my hope is for continued MAJOR tweaks by the development team, who has been very communicative thus far.
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