Planetside 2 alpha was demoed today at the Game Developers Conference.
You can watch the press' cameras recording of the gameplay demo here:
VIDEO
I've been looking forward to this game for 9 years. Planetside 1 is still my favorite shooter due to the scale, emergent gameplay, and most of all the esprit de corps that develops with the friends at your side through the persistent battle.
Some people look at the artwork or gameplay and want to compare it to Halo or Battlefield, but that does not do justice to the scale of Planetside 2.
Your guild/clan can roll out with a column of 30+ tanks, while an allied clan provides close air support in 30+ fighter, bomber, and interceptor aircraft, while random snipers keep your vehicles covered against the other faction's foot-zerging maniacs with rocket launchers. Or you can all load into transport aircraft and drop 100's of paratroopers directly into a strategically located compound, with people who level up their command abilities directing the assault through built in VOIP and assigning missions (like capturing a particular room of the compound) for individual 10 player squads that give XP to both players and commanders if they are completed.
The scale of it means that you can play it as either an FPS or an RTS - commanders who earn the respect of the player base by force of personality and a proven record of competence can move units across continents and direct the larger battle for territory that individual boots on the ground might not be aware of as they dodge bullets. Planning to take a particular base in 15 minutes? Send a message to the clan known for Black Ops asking them to sneak in undetected and set explosive charges on that base's flack cannons and generator, so the defenses can be neutralized just before your main force arrives at the front door. Getting clobbered and losing a particular compound? Ask the clan known for their elite paratroopers to drop into a base behind enemy lines so your opponents will need to pull forces back to deal with the new threat to their rear.
Edited by willis888 - 3/6/12 at 11:53pm
Quote:
SOURCEOriginally Posted by gameinformer
The two battles we watched during the GDC demo showcased a wide-open battlefield with both vehicles and infantry. The first skirmish featured gunships swooping down on large tank columns along the countryside. With tracer fire streaking across the battlefield and impressive missile explosions, the scale of the fight felt huge even though only 50 players were on the server.
The second section of the demo featured an infantry battle at one of the control points. SOE says each control point is roughly the size of a multiplayer map from a modern shooter, and each of these areas is being hand-crafted to give them a different feel and support different types of gameplay.
As you would expect from a modern shooter, PlanetSide 2 also features a robust player progression system. Like Battlefield 3's Battlelog, players can track their performance in real-time, earn weapon-based medals, and customize their gear with upgrades like scopes and adjustable rates of fire.
The two battles we watched during the GDC demo showcased a wide-open battlefield with both vehicles and infantry. The first skirmish featured gunships swooping down on large tank columns along the countryside. With tracer fire streaking across the battlefield and impressive missile explosions, the scale of the fight felt huge even though only 50 players were on the server.
The second section of the demo featured an infantry battle at one of the control points. SOE says each control point is roughly the size of a multiplayer map from a modern shooter, and each of these areas is being hand-crafted to give them a different feel and support different types of gameplay.
As you would expect from a modern shooter, PlanetSide 2 also features a robust player progression system. Like Battlefield 3's Battlelog, players can track their performance in real-time, earn weapon-based medals, and customize their gear with upgrades like scopes and adjustable rates of fire.
Quote:
SOURCEOriginally Posted by IGN
The character advancement system will function in a manner similar to EVE Online, where you skill progress is accumulated over time whether you're online or off, meaning you don't have to log insane hours to stay competitive.
The weapon system was also built so you won't feel like you're at a huge disadvantage if you don't have hundreds of hours to play. As you upgrade vehicles and guns, the unlocks aren't meant to be give access to more powerful weapons, but weapons that function in alternative ways. So, instead of having a rifle that fires quickly and does little damage with each shot, the rifle can be modified to shoot more slowly but do higher damage. Those with a lot of time to commit to the game will have greater power over customization, but won't be running around with one-shot kill cannons.
Terrain will play a large role in determining what's best to bring to a fight. In a grassy field with lots of trees and large rocks for cover, tanks, aircraft and foot soldiers can all be effective. But in a narrow canyon, it's a better idea to leave behind the aircraft and concentrate on tanks and soldiers. Then when you get near a zone's capture point structure, it's almost entirely on-foot combat, with closely packed buildings and ramps reminiscent of a standard deathmatch map.
The character advancement system will function in a manner similar to EVE Online, where you skill progress is accumulated over time whether you're online or off, meaning you don't have to log insane hours to stay competitive.
The weapon system was also built so you won't feel like you're at a huge disadvantage if you don't have hundreds of hours to play. As you upgrade vehicles and guns, the unlocks aren't meant to be give access to more powerful weapons, but weapons that function in alternative ways. So, instead of having a rifle that fires quickly and does little damage with each shot, the rifle can be modified to shoot more slowly but do higher damage. Those with a lot of time to commit to the game will have greater power over customization, but won't be running around with one-shot kill cannons.
Terrain will play a large role in determining what's best to bring to a fight. In a grassy field with lots of trees and large rocks for cover, tanks, aircraft and foot soldiers can all be effective. But in a narrow canyon, it's a better idea to leave behind the aircraft and concentrate on tanks and soldiers. Then when you get near a zone's capture point structure, it's almost entirely on-foot combat, with closely packed buildings and ramps reminiscent of a standard deathmatch map.
Quote:
SOURCEOriginally Posted by massively
...we're bringing to you a mega-upload of 22 hot new images and concept art from this MMOFPS. Showing off a huge variety of environments, ships, soldiers, outfits, and action sequences, these screenshots are pure eye-candy for those anticipating this title. And after the cut, you'll find two GDC videos of the game...
...we're bringing to you a mega-upload of 22 hot new images and concept art from this MMOFPS. Showing off a huge variety of environments, ships, soldiers, outfits, and action sequences, these screenshots are pure eye-candy for those anticipating this title. And after the cut, you'll find two GDC videos of the game...
You can watch the press' cameras recording of the gameplay demo here:
VIDEO
I've been looking forward to this game for 9 years. Planetside 1 is still my favorite shooter due to the scale, emergent gameplay, and most of all the esprit de corps that develops with the friends at your side through the persistent battle.
Some people look at the artwork or gameplay and want to compare it to Halo or Battlefield, but that does not do justice to the scale of Planetside 2.
Your guild/clan can roll out with a column of 30+ tanks, while an allied clan provides close air support in 30+ fighter, bomber, and interceptor aircraft, while random snipers keep your vehicles covered against the other faction's foot-zerging maniacs with rocket launchers. Or you can all load into transport aircraft and drop 100's of paratroopers directly into a strategically located compound, with people who level up their command abilities directing the assault through built in VOIP and assigning missions (like capturing a particular room of the compound) for individual 10 player squads that give XP to both players and commanders if they are completed.
The scale of it means that you can play it as either an FPS or an RTS - commanders who earn the respect of the player base by force of personality and a proven record of competence can move units across continents and direct the larger battle for territory that individual boots on the ground might not be aware of as they dodge bullets. Planning to take a particular base in 15 minutes? Send a message to the clan known for Black Ops asking them to sneak in undetected and set explosive charges on that base's flack cannons and generator, so the defenses can be neutralized just before your main force arrives at the front door. Getting clobbered and losing a particular compound? Ask the clan known for their elite paratroopers to drop into a base behind enemy lines so your opponents will need to pull forces back to deal with the new threat to their rear.
Edited by willis888 - 3/6/12 at 11:53pm












