MAG Beta – Massive Action Gaming: First Impressions

Jan 12, 2010 by  

MAG Massive Action Gaming Header

The MAG Beta ended just yesterday and after running around with guns blazing in the giant battles of 64-256 players for the past few days, Game Rant has a report on how massive the gaming really has been.

MAG is exactly what you would expect from this Modern Warfare generation of console first person shooters. It has somewhat realistic guns, controls and aiming schemes similar to SOCOM or MW2, and upgrades you can purchase with points you earn by playing the game. The leveling system is a pretty basic version of the Modern Warfare setup. Skill points are earned by gaining levels of experience and are used to purchase new weapons, equipment and upgrades. Experience is earned by killing enemies, assisting in a kill, healing teammates, or completing an objective.

Reports of connection problems plagued the beta servers at first but in the last few days, we had no problems connecting to games very quickly and never experienced any noticeable lag. For MAG, this is absolutely essential as it relies on its highly-populated online play.

Sniping was a joy from the long draw distance and the graphics were pretty solid for a 256-player game. Explosions are nothing special as grenades and rockets seem to kill with a relatively small and short lasting puff of smoke and a bang. Model textures are only as good as they have to be, nothing fancy here, but the quality is not so poor that it stands out. At a 1080p, the game looks as realistic as you’d expect and runs smoothly even with 32-128 targets for you to mow down.

The increase in the number of players brings the need for a new style of game play or at least use of elements from existing games that can scale. MAG missions involve attacking and defending objectives and sub-objectives with original objectives usually split between smaller portions of each team. Early missions involve two objectives that the attacking team must capture at the same time and once they do, they advance on to the third objective where they must plant explosives and hold until detonation.

Spawn camping isn’t an issue as they’ve put “minefields” near the enemy spawn points so if you walk out of bounds you’ll automatically die. Forward spawn points or parachuting spawns that sometimes become available saves on travel time across the massive maps needed to handle the large scale battles. In the end, you feel like you’re playing any other first person shooter but there’s just a whole lot more going on in one map. The increase in scale works well with the FPS genre and I’d be happy to see future games take this approach.

You may think that keeping a large team organized could be a difficult task but this is exactly what makes MAG challenging and exciting. Communication is limited to within your squad or within the proximity of your person to allow for productive chatter between team members. Platoon leaders can communicate with other platoon leaders and their subordinate squad leaders. Squad leaders can communicate with other squad leaders and relay orders down to their squad. This is the making of a very good game if teams or clans become organized and develop whole platoons utilizing perfectly timed and planned teamwork. It would be a wonder to see this many people work together. The other side of this coin is, can you really expect everyone to work together? Well, like the Battlefield series, experience points are gained for objective-based play and following orders so it is in the players’ best interest to work with their team in order to gain levels and advance as an individual. If only more people had a headset in the beta, it would have been better. You can only hope that the game will come bundled with a headset so all players will learn the ways of communication and strategy.

Based on what we experienced with the gameplay in the beta and how smooth the servers ran, this game is going to have a lot to offer FPS players and the genre for console gaming. Modern Warfare 2 players will likely be intrigued by the possibility of larger teams (more targets) and those of us that haven’t picked up MW2 yet will now have another option. If Halo: Reach is going to have a similar leveling system, I imagine it will become direct competition for this game.

We will have to see what Zipper learns from the beta and changes in terms of game play but they certainly demonstrated that it is possible and fun to play an FPS on a double-XL server.

Did you take part in the beta? What did you think of the game play? Did you experience network issues? Will you be purchasing the full version of the game?

The massive action is set to continue on January 26th when MAG is released in the US.

8 Comments

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  1. This game look very nice, but I quit playing WoW in the end game, because you add to have an headset to talk to the team leader. I like online game but I certainly don't want to chat while I am playing. I'll have to try one time.

  2. There are simple commands like “I need a medic/reinforcements/ammo.” which are triggered by button presses. But to advance in the leadership ranks I would suggest a headset. I like team chat for video games these days. It immerses you and brings a teamwork and social aspect to the game that couldn't happen otherwise. And don't forget trash talking your enemies in your proximity before and after you kill them.

  3. I heard that in the wild this title wasn't the strategic battlefield sim it was intended to be – people mostly just ran around trying to snag kill points (especially because of the lack of headsets)… and there are numerous titles that do that type of gameplay better.

  4. That's what's kind of nice about Left 4 Dead. Most everyone has a headset, and most everyone without one is generally kicked from the game. It's kind of nice to have mandatory voice chat in a game that emphasizes teamwork.

    I haven't had a chance to give MAG a go, but I've still really got my mind set on PlanetSide Next or possibly DUST 514 if it meshes well enough. Pseudo MMO (“only” 64 players per server) gives a sort of hollow feeling to me.

  5. I played on maybe one in five squads that half of them had headsets and were calling out enemy locations and suggested flanking directions. When this was done, it works out great. It has the makings of being strategic and I can see it, but yes, you're right. Mostly no one had headsets. Maybe the PS3 should come with one like the higher end Xbox 360s? Or as I said, I hope they pair this game with a headset somehow. Otherwise, yes, it will turn into a frag fest of lonewolf players and really be nothing more than a massive game of any other half realistic FPS.

    I don't think L4D has a “mandatory” voice chat, but I guess you usually end up kicking someone that doesn't have a mic because they don't call out or participate in teamwork at all. No one follows my suggests in Left 4 Dead 2 anyway. 2 up and 2 down in the mall in scavenge is dumb, but no one listens to me. Wish there was a better ranking system so I knew when people were badkids and I didn't have to even join the game to find out.

  6. I felt this game was a bit of a let down. Maybe I am missing the point but I was really expecting something like Warhawk on crack. The idea of 256 players really peaked my interest but at the end of the day, the game just wasn't fun. I found I was the only person with a headset on in most games, except for the occasional music aficionado looking to share his favorites tunes with me in mono at disturbingly low bitrates :p I'll give it another shot once it hits shelves but at this point, my expectations have been set quite low.

  7. I havent really tryed dis game but i heardit wuz good if u had a headset
    so if u dont have headset dont play becauseif ur on my squad ur gonna get kickeed out

  8. I havent really tryed dis game but i heardit wuz good if u had a headset
    so if u dont have headset dont play becauseif ur on my squad ur gonna get kickeed out

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