PC GAMER (US)

FIRE AND FORGET

Wanted: players for Firefall. Must like long walks with little reward.

- By Phil Savage

Firefall is a free-to-play MMO shooter with an emphasis on dynamic events, skill-based combat and desperate defenses against sometimes overwhelmi­ng forces. All of which sounds promising, but Firefall also boasts a lack of variety, constant busywork and a set of interconne­cted systems that sit awkwardly against the moment-to-moment drudgery.

It has potential. The problem is that, in almost every instance, it fails to meet the ideal it’s trying to sell.

The single greatest example of this—at least in the 30 hours I played—is Sunken Harbor. It’s a hub containing a PvP arena, designed as a space for players to let off steam between missions. But where the in-game displays and banners advertise a fully featured team competitio­n, the reality is an unstructur­ed free-for-all, where the few who show up take potshots at each other before growing bored and wandering off. Mostly it sits empty, the symbolic beacon of an incredibly lengthy developmen­t.

That’s a shame, because in the right place, with the right class and participat­ing in the right event, you get a hint of what the game should have been. There’s a frantic fun to be had dodging and weaving with your jetpack, avoiding fire and clearing out hordes. Firefall contains the suggestion of a solid shooter, and occasional­ly it comes to the surface.

The ends of the Earth

Set primarily in Brazil, the game depicts a world that’s witnessed more than its share of cataclysm. First there was the Firefall itself: an asteroid shower that devastated much of the planet. More relevant to the main plot is the Arclight, a spaceship that crashed to Earth. Its flaring crystite engines pulled through a strange purple death cloud from an alternate dimension. This is the Melding, from which emerged the Chosen—the humanoid beings now trying to wipe out humanity. This is the backdrop against which you, gun-for-hire Ares 35, operate. As you’re a mercenary, the invasion of the Chosen is, at first, only tangential­ly related to your operations. The war provides plenty of opportunit­ies to pick up work, and the majority of your time will be spent taking on missions from each hub’s job board. These offer a variety of scenarios in which you must go to a place and kill things. Sometimes you’re killing things while defending a person, sometimes you’re killing things while collecting some items, and sometimes you’re killing things because those things needed killing.

Each job is accompanie­d by dialogue between your handler, Aero, and your temporary employer. Some form multi-part quest chains that span multiple hubs. At each new area, I made sure to pick up any missions involving a rogue named Wiley, who’d previously had dealings with the last owner of my callsign. It was a fun little mystery sprinkled sparsely throughout my time with the game. But aside from this and a few other exceptions, the game’s conversati­ons waver between incidental and annoying. Aero, in particular, has a jarringly moralistic edge. She’ll repeatedly tell NPCs you’re not a contract killer, which, given all the killing you do, rings somewhat false.

From its opening seconds through to its sparse endgame (currently a dedicated PvP zone and couple of raid bosses), Firefall is an awkward mix of shooter and MMO. It doesn’t have the breadth of systems needed to keep leveling enjoyable, so it devolves into repetition. Many objectives struggle to sustain the pretence of variety across even one

mission. Too often, I would take down the requisite number of bandits, only for the counter to increase as a new wave spawned.

The few times a mission does try something different, it can go badly wrong. For one job, I was required to disguise as a bandit. This happened without warning after completing a combat objective, leaving me close to death and without my abilities, jetpack or health regenerati­on. Even after I’d inevitably died, I respawned at the quest hub with the disguise still intact—forced to sprint back to the objective without access to my deployable vehicle. A potentiall­y interestin­g mission became memorable only for its failings.

When you’re not on a job, you’ll be stopping at one of the dynamic events that appear on the map. These vary from small solo missions to more difficult group activities. There’s little to distinguis­h these from the regular quests—you’re still traveling to an area of the map to fend off bugs, bandits or Chosen. But many require you to hold out against waves of enemies, and it’s this that provides the best showcase for

Firefall’s combat. At the start, each player has access to five basic battlefram­es. These lightweigh­t mech suits function as your class, and can be swapped at any Battlefram­e Station without changing character. Earned XP goes towards leveling your currently equipped frame, so while experiment­ation is possible, it’s more effective to stick with a single type. The battlefram­e you equip defines your weapons and abilities, and— while all are useful in combat—some have the edge in terms of how enjoyable they are to play.

In particular, the minigun of the Dreadnaugh­t and the scoped automatic rifle of the Recon are unexciting to wield. In typical MMO style, enemies can have a big chunk of health. Holding a mouse button over one as their HP slowly drains is an uninterest­ing interactio­n. I grew more attached to the plasma grenades of the Assault class’s cannon, which required me to be consistent­ly accurate while on the move. It doesn’t match the satisfacti­on of mastering Tribes:

Ascend’s Thumper DX or Spinfusor, but at least offered a consistent challenge that dragged me through the game’s repetition.

Each frame can equip abilities to the first four slots of the hotbar, and it’s these that gel so well with the defensive mission archetype. Engineers can place turrets, Biotechs can deploy healing area-ofeffect spells, and Assaults can slam to the ground, doing huge damage to the collected enemies below. The best example of this is found in squad ‘Thumps’. These resource collection events can be called down by players to any location. Personal thumpers offer a challenge, but the craftable squad versions provide some of the most tense and engrossing battles.

Storm chasing

If this is starting to sound like unqualifie­d praise, know that the event system is completely unsupporte­d by the way players travel across the map. Melding Tornadoes are one of the most interestin­g activities the game offers—a group battle against a swirling, purple, Chosen-spawning twister. It’s a call to arms for the playerbase, with the coordinate­s shared over zone chat whenever one appears. Except, even knowing where it is, it can be difficult to reach. You can teleport to mission hubs, but doing so costs credits—a valuable currency that I was never comfortabl­e wasting. At which point, you’re forced to either walk or drive, the latter only an option if you’ve bought a vehicle with real money or crafted one following a level 25 mission. Most of the tornadoes had vanished by the time I’d arrived. That or they were empty, leaving me with no hope of finishing the encounter.

This is Firefall’s other major failing: it doesn’t respect your time. Yes, it’s a nice looking game—the alien vibrancy and variety make up for inconsiste­nt texture quality and off-puttingly cartoonish NPCs— but these scenic views don’t justify how long you’ll spend sprinting from place to place. In one mission, I was asked to trek north to meet someone. When I arrived, they asked me to turn around and head back. It’s so absurd it’s actually funny, but it highlights a persistent flaw.

The real money store is largely stocked with cosmetics and XP boosts. It’s not ‘pay to win’—but it is skewed so that the non-paying options take more time than they’re worth. Crystite, the basic in-game currency, is earned slowly, and is largely swallowed up by researchin­g new crafting options. This in itself is a slow process—all crafting actions are performed on a timer that can take anything from seconds to days. That timer, of course, can be bypassed by paying real money.

These are small inconvenie­nces, but they all add up. Yes, obviously, free-to-play games must strike a balance between time and money, but here that balance feels off. Not because of the contents of the in-game store, or the value of each currency, but because Firefall is rarely engaging enough to make the commitment worthwhile.

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