Review

MAG

Published 2010-02-03
Text: Lee West

Zipper Interactive left their comfort zone with the SOCOM series for a brand new massively multiplayer first person shooter on console - MAG.

Zipper Interactive recently concluded the largest ever open beta on Playstation Network, and the full version of MAG (Massive Action Game) is finally.

In a world fifteen years from now, led by governments, populated with frustrated residents and plagued by a constant lack of resources, warfare as we know it today, is a closed chapter. Instead it has become customary to use independent private companies when it comes to warfare. MAG has therefore focused on three private factions, all struggling to get out of the war as the economically well-off victor in the "Shadow War.

On the first line we have the tech savvy Raven, with their dark gray synthetic fiber equipment and James Bond attitude, is the best equipped private army of all. In second place we have Valor, who brought their attitude from the cold and inhospitable Alaska, their code of honour and callous, make them worthy opponents.

In absolute last place comes the chaotic SVER rushing in with outdated equipment, bloodlust and a "if it ain't broke - don't fix it" mentality. And with these three factions, there is clearly something for every temperament, play style and mood. Factions are well balanced, and ultimately it is a matter of taste more than the benefits, which one you choose.

Since the beta a CGI intro has been added, and several menus have been expanded. And if you survive the less than promising soundtrack in the introduction, it's time for a required training sequence before entering the battlefield. This teaches you the most basic skills such as switching weapons, and vehicle handling. Not the best welcome for a multiplayer experience, but fortunately it's a brief introduction.

Barely ten minutes later, we get started with what MAG is all about. Going to war with other players. As a new player you will be thrown into a simple deathmatch in the shape of "Supression", a simple game of all against all. It is clear that this section is intended as an introduction to MAG. And it is needed, because with the amount of functions and sometimes a little unclear ways to use them, this is both MAG's strength while it is also a weakness.

Thus, initially it's an exercise in frustration when you see a team mate bleed to death, without quite understanding why you can not use the medic kit. Throwing a grenade often results in suicide. Unfortunately, nothing works quite as we are accustomed to. Thus the first several hours are more frustrating than enjoyable. This writer quickly changed setup (unfortunately it is not possible to choose other than specified controls), which helped a little to the problems. But there are many possibilities, and therefore as many things to keep track of.

When you finally get grip of the controls, and its many subtleties, it is time for the big game. "Sabotage" starts out with two objectives to be fought over, and when one faction has taken these, yet another goal opens up. Acquisition offers vehicle battles for 128 players, while MAG's main offering is the huge "Domination" part. After about five hours, you're at level eight and ready for the big battleground.

There are 256 players on the battlefield, and fighting for world domination by taking over parts of the map with each match. This is an interesting approach to PvP, and that every victory in the big pool of players selected faction, makes for a sense of team spirit.

"Domination" is fantastic and at times chaotic. The battles are filled with bombastic battle scenarios that can make even the greatest war films to shame. Of course with the subsequent sense of liberty and confusion. The developers at Zipper Interactive has thought carefully about this and used the experience from their SOCOM series, while scaling it up to Modern Warfare pace.

Size, communication hierarchy and consistency throughout the development has been the key words, and it hurts. Forces are divided into smaller groups, each with their leader, who then can work independently on sections of the group's task, without losing track. A clear map in the corner, shows the members of each group, the status of various goals and of course the enemy, if they betray their position.

Whether the team members chose to follow the objectives are of course up to each player, but through different modes there are bonuses to your experience points and strength in unity. The developer has created a good incentives to follow your leader and go for the objectives.

MAG introduces a level system not unlike Call of Duty 4: Modern Warfare. Thus it is possible to develop a character's abilities, specialisation, arsenal or buy new clothes and decorations, and it requires a higher level to assume various leadership roles. Unlike Modern Warfare, MAG offers a range of less radical upgrades, so it feels more like the player's abilities rather than his time in front of the screen that defines winning chances.

You can create several different versions of your character, and when death occurs (which it tends to do frequently), the player has the chance to change into a version that is more fit to deal with the current situation.

MAG has plenty of depth if you want to work towards victory as a team, but it is also able to provide simple entertainment like so many other shooters. In terms of role-playing, there is unfortunately not many opportunities to modify your looks, and you are stuck with the male version of the soldiers. However, there are small things to work with, such as the cool ice hockey mask you can get at level 60. But the restrictions are things Zipper explained were necessary to ensure a smooth experience, given the amount of players in the game. It is a shame when you consider how much a few more details and some extra options would have improved the experience.

There are good opportunities for communication, but PlayStation 3 owners have never adopted headset use quite like PC and Xbox 360 owners. But MAG's qualities shine through most clearly when a good leader takes the role, and mentor groups. In the days I spent with the game, it was rare to see more than three or four people who spoke a bit during the fighting. And often consisted of communication "whoa # € #%, I got him." But when there finally was a competent manager, MAG blossomed to its full potential.

From the images MAG looks hopelessly unimaginative: there are fifteen levels sporting a bit of jungle, desert and the usual war zones, and nothing looks particularly interesting. And the weapons arsenal consists of the usual suspects. MAG's strength lies in the amount of players, the details of the levels and depth of the character progression. It is a great demonstration of what can be achieved with PlayStation 3, it is rare to experience major problems with pop ups, lost connections or slowdowns. Given the nature of the game it is quite impressive.

MAG can be unruly fun when you've just become accustomed to the less than user friendly interface and options. The game has the potential to be great. With the right clan, it can be a breathtaking experience when the enemy is flanked and plans comes together. But there is room for both types of players: the happy five-minute amateur and the serious player with a solid team in the back.

Where Call of Duty: Modern Warfare is the fast learner with top grades, and SOCOM the serious teacher, MAG is the wild, slightly unimaginative troublemaker, borrowing some inspiration from both.

Whether it is enough to secure a place in a market filled with competent first person shooters is still too early to predict. But the concept works, and there is a good foundation laid for success, which on this review scale is enough to ensure a solid seven.

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Graphics:7
Gameplay:7
Sound:7
Lasting appeal:8
Our score:7/10
Plus:
Great battlefield. Good sense of belonging to a group. A lot of fun for both beginners and veterans.
Minus:
Clumsy user interface. Controls take some time getting used to. Mediocre visuals.
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MAG
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