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Preview: MAG photo

Last year at E3, Sony made an announcement that left a lot of people (including me) scratching their heads. The game announced was MAG -- an acronym for "Massive Action Game" -- and the trailer boasted an experience that would allow 256 players to participate in the dirty business of war on an epic scale.

How were they going to be able to do that? I have difficulty getting into games with half a dozen people sometimes. And can you imagine being in a lobby with 255 other people shouting obscenities and racial slurs?

We haven't heard a lot about MAG since that time, but Sony and developer Zipper Interactive (makers of SOCOM) are finally lifting the veil on their near-future combat game. Last week, I was invited to visit their studios in Seattle, and had a chance to give the game a whirl. The results were, shall we say, impressive.

MAG (PlayStation 3)
Developer: Zipper Interactive
Publisher: Sony
To be released: Fall 2009

MAG

MAG takes place roughly twenty years into our future. Resources are dwindling and the nations of the world, unable to afford the expense of funding their own military excursions, have come to rely upon private military corporations (PMCs) to do their dirty work. This has led to the rise of three main competitors for these lucrative government contracts -- Raven, Valor and SVER.

Each of the three PMCs has a distinctive look and style to them, and players will choose which company to join when they first begin playing MAG. Raven is sleek and high-tech in appearance, wearing carbon fiber uniforms and armor made of molded plastics and metals. SVER are more scavengers by nature, building their equipment with parts found lying around battlefields; they have a hard, aggressive look to them. Valor consists of hardened combat veterans with grizzled looks, chiseled physiques and a more traditional camoflauge garb.

It's an interesting setting and one that Zipper intends to offer persistent change to. The game is described as an ongoing 24/7 tournament, with the game world itself as its prize. How they intend to implement these concepts is unclear as of yet, but the possibilities are intriguing.

MAG

A 256-player multiplayer game is a difficult thing for me to grasp. It's a staggering amount of players, and it was hard to imagine how Zipper Interactive was going to manage to keep it from becoming a chaotic mess. Key to this is their command structure of squads, platoons and commanders.

The forces are broken down into squads of eight players, with one player designated as a Squad Leader who can issue orders. The Squad Leaders answer to Platoon Leaders who, in turn, take orders from the OIC (Officer in Charge). By using this chain of command, orders are assigned to individual squads, which prevents the game from turning into a random and frustrating deathmatch scenario.

Games will typically involve one PMC attacking while the opposing force defends. Leaders have the ability to assign FRAGOs (Fragmentary Objectives); these are specific targets that will help to work towards the overall objective of your mission. Bunkers and anti-aircraft weapons are a couple of examples of targets, and there are rewards for destroying or taking them out.

MAG

Bunkers act as spawn points for defending forces, and their elimination makes it harder for forces to reach the front line. Similarly, anti-air guns keep your army from deploying airstrikes that could devastate enemies. Of course, the defending force has the ability to repair destroyed structures if they can get close enough to fix them. The strategic possibilities don't end there, however. Is your platoon struggling with an entrenched force? Your leader can call upon another platoon to come in and give you some support to turn the tide of battle.

Orders are issued through the game's command system. By bringing up a map of the battlefield, commanders can see key points, which their squads may attack as an objective. Commands are given to the entire squad with a click of a button, and they're off to the races. There's no need for voice communication in objectives, removing any concern about who has a headset and who does not.

Voice support will be implemented in MAG with a push-to-talk system. Clicking down on the right thumbstick opens up the channel for you to speak, and I've been assured that muting specific players will be quick and easy. There is a chance that Zipper will implement the ability to have free, squad-wide communication without the button press as an option for teams who wish to play this way, but it has yet to make it into the product as of this time.

MAG

Nobody is required to follow orders, either. Players are completely free to ignore their commanding officers and run into battle with the enemy, but there are advantages to working with your squad. If you have a particularly strong squad leader, for example, there are morale benefits to sticking close to them in the form of Leadership Abilities. The abilities themselves are determined by the leader's rank in the chain of command, and their effectiveness is based on the experience level of the officer. Abilities include faster reload time, resistance to attack, and decreased wait time to complete objectives such as repairing or bombing a structure.

All of the advantages to being a leader sound great, but they do come with some risk. Using them requires that the leader be in the thick of battle in order for the bonuses to be effective, and if they fall, they can no longer issue any orders or use any abilities until they have redeployed. Having your leader taken out can be a serious blow to the success of any squad.

When a player takes a fatal wound, they are given a choice. They may either lay wounded until they have bled out in the hopes that another squad member will come along and heal them, or they can instead choose to bleed out instantly to try and catch the next redeployment of troops. These respawns occur across the entire game simultaneously and happen every 15 seconds. Even in death, there's a strategy at work.

MAG

But enough talk about mechanics. The big question is, with all of the logistical considerations, can a game this large actually be fun to play? At this point, after having the opportunity to play through a large portion of what's considered a typical engagement, the answer is an emphatic "yes."

The game in which I played did not consist of a full 256 players, but a group half that size made up of Zipper employees and players from other Sony offices. The gaming press was grouped together into a single squad and dropped directly into the action.

As members of SVER, our main objective was to capture two prototype troop transport vehicles from a rival PMC, the high-tech Valor. Right from the start, my commanding officer directed the squad to destroy a bunker near the perimeter of the enemy base. To do this, we would have to press on through opposition, reach the rear of the bunker, and plant a charge ... and then wait for it to explode.

MAG

As I ventured forth into the fray, I was immediately struck by two things. First, MAG is absolutely gorgeous. Everything from the battle-damaged structures to the character models and the incredible smoke effects are downright staggering in their beauty. The second observation I made is that I could see no lag whatsoever amongst any of my teammates as they pressed on ahead of me. Clearly, the full-scale games that Zipper has been testing since last year have returned some impressive results for their new proprietary engine and server architecture.

Weapons and gear come in packages -- I started out with an assault rifle, grenades, a pistol and a health gun that can restore a small amount of health (both to the player who uses it and to others). The other packages available to us in the demo featured a sniper rifle and (my favorite) a heavy machine gun. Toting around that machine gun slowed me down quite a bit, and recoil was pretty awful. But quickly dropping into a prone position and deploying its bi-pod made my accuracy shoot through the roof and I was capping the heads of enemies in no time at all.

After my team managed to destroy the bunker, the CO ordered everyone to a rally point before giving the next target, an anti-aircraft cannon situated on a nearby platform. I never managed to even set foot on there, so thick was it with enemy forces, but the rest of my team managed to take it down in a few minutes' time.

MAG

This opened up the option for our commander to call in a Strafing Run, a tactical support maneuver that sends in planes for multiple carpet bombing passes of the region. Overhead, I could see the jet exhaust as our bombers came in and utterly decimated soldiers in the area with thunderous amounts of munition.

The other advantage to having air support quickly became apparent when I next bit the dust. As the redeployment countdown ticked by, my view of the battle turned skyward and I could see a troop transport plane flying overhead. The next thing I knew, the camera shifted again and I was viewing myself from above as I soared down into the battlefield.

While in my descent, I was given a bit of control over where I would land, giving me the opportunity to take advantage of the parachute to take a higher ground position. Meanwhile, enemies aware of the coming influx of troops attempted to take advantage of my vulnerability, and eliminate me out before I could hit the ground at all. Thrilling is the only word I can come up with to describe the experience.

MAG

Soon, my teammates drove past me with the first of the troop carriers we had been sent in to steal, and I followed behind on foot to help defend them. Sadly this is the point at which my time with MAG came to a close and, while hesitant to put down the controller, it looked as though we were on the verge of striking a decisive blow for our corporation.

Zipper Interactive is currently wrapping up the alpha phase of development and I'm suddenly finding myself really excited about the prospects of MAG. The combat feels really solid, and while I did experience one game-breaking glitch during my play session, the vast majority of my time spent playing ran as smooth as silk. Keep an eye on this one, as I suspect it's capable of breaking records far beyond its player count upon release.

Check back tomorrow when I'll have an interview with MAG's lead game designer, Andy Beaudoin.


LAUNCH GALLERY (30 IMAGES)
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55 comments | showing # 1 to 50

Cataract's Avatar - Comment posted on 04/29/2009 11:16
Cataract
I was a bit skeptical of how this was going to be, but it looks absolutely amazing now. I'm only concerned of bad CO's, and people who won't listen to them.
benjaxez's Avatar - Comment posted on 04/29/2009 11:21
benjaxez
yeah It does look good although i have the same worries something as large scale as this .. Id assume teamwork is a lot more vital and part of the experience.. And 256 players with good intentions to follow order are quite scarce
Scroll's Avatar - Comment posted on 04/29/2009 11:24
Scroll
If they can really make it a lag free experience with lots of players that isn't a cluster fuck then I am most definitely in.

*waits for the inevitable beta*
BlackDove's Avatar - Comment posted on 04/29/2009 11:26
BlackDove
Looks fukken awesome.

If it works the way they say it will, PC's FPS multiplayer experience will be in dire threat to match this experience.
Black Nexus's Avatar - Comment posted on 04/29/2009 11:26
Black Nexus
From this and the gameinformer spread this game is looking amazing, and it looks like I would be siding with raven.
falinter's Avatar - Comment posted on 04/29/2009 11:30
falinter
Yeah, this seems like it all depends on whos in charge and if they feel like being a douche that day and screwing everyone over.
pascuz46's Avatar - Comment posted on 04/29/2009 11:32
pascuz46
Great Preview write up. This game interested me too, and Im glad everything works well. What impresses me is that you where playing with over a hundred people without lag. How big was the map that you played on?
Nick Chester's Avatar - Comment posted on 04/29/2009 11:35
Nick Chester
This sounds pretty incredible, simply from a technical standpoint. Definitely looking forward to seeing how this pans out.
Los255's Avatar - Comment posted on 04/29/2009 11:35
Los255
Sounds very nice. I don't think there's gonna alot of punishment for those that don't follow orders, but I would think it's designed to make them realize the importance of the squads and leaders.

As long as there is plenty of variety in missions, weapons, and scenery, this is definitely gonna be a good one.
necrozen's Avatar - Comment posted on 04/29/2009 11:44
necrozen
Great read! I felt like I was right there experiencing the game for the first time.

I was mildly interested in this game before, but now, holy crap! This sounds so cool. I can see myself getting addicted to it. I can't wait until your interview tomorrow!
SephirothX's Avatar - Comment posted on 04/29/2009 11:47
SephirothX
I probably know what I'm going to be in this game; the stereotypical sniper who doesnt follow orders and goes off on his own, but shows up right near the end to do something awesome to ensure a win.
ZombiePlatypus's Avatar - Comment posted on 04/29/2009 11:53
ZombiePlatypus
This sounds better than I'd imagined, and I was stoked before. Getting gunned down while parachuting in from a respawn would suck pretty bad, though.
Zippyduda's Avatar - Comment posted on 04/29/2009 11:54
Zippyduda
You've just made me lick my lips even more, damn I was already hyped by this game but now, FAP.

As for the people who are worried about lag, well it's run on Sony Servers so should be no problem (wasn't Warhawk run on Sony Servers? And that's fine online)

I'm seriously impressed this is possible on PS3. Well as for communication there may be a kicking system for trouble makers MAYBE, they'll get killed easily anyway, and if you already have a group of friends of a team on another game you could make the team on MAG, so wouldn't be any worries there hopefully. I can't imagine the lobby though, wonder how that's going to work.

Also I hope you don't get dropped into games, I want to be at the satrt of a game personally.

Funny note by the time I'd read this article 10 people had replied, damn you all.
fetusmilk's Avatar - Comment posted on 04/29/2009 11:57
fetusmilk
oh my god oh my god oh my god. this game is going to be amazing. the ideas already implemented in squad commands and bonuses etc sounds so awesome.
UT onslaught + socom + killzone 2 + 256 players = boner
Zippyduda's Avatar - Comment posted on 04/29/2009 11:58
Zippyduda
start*

@ SephirothX

Are you in my brain?
Scroll's Avatar - Comment posted on 04/29/2009 12:00
Scroll
Zippyduda: do you know what you're talking about? I'm not exactly an expert but having a good server isn't exactly the single element that makes for a lagless match.
brainderailment's Avatar - Comment posted on 04/29/2009 12:06
brainderailment
Damnit, now I'm interested. I know a few people that would like the CO position.
Zippyduda's Avatar - Comment posted on 04/29/2009 12:07
Zippyduda
@ Scroll

Well I'm just asking, doesn't Warhawk run off Sony? Just as I know people with terrible connections who are fine on Warhawk. But I trust Sony so I believe it will be a good experience in terms of lag.

Obviously you will get other people maybe lagging, but if the supports good it'll be fine. Plus it's better Sony managing servers instead of running the connections off players PS3's i.e. Call Of Duty/Killzone etc. (Does Socom run of servers? anyone?)

This way no one will have the host advantage, obviously some people will have better connections but it still reduces the gap.
Jim Sterling's Avatar - Comment posted on 04/29/2009 12:09
Jim Sterling
After the GI preview, MAG shot into my top five most anticipated games. This preview seals the effing deal.
Matthew Blake's Avatar - Comment posted on 04/29/2009 12:10
Matthew Blake
It sounds like a really cool concept, but right now the game doesn't really have a distinct design- A friend of mine looked over my shoulder and asked if I was looking at Call of Duty. I'm not saying it needs to be Team Fortress 2 or whatever, but just look at the variety of styles in live-action films, and think about how they could make the game stand out from the crowd.
Justice's Avatar - Comment posted on 04/29/2009 12:18
Justice
The graphics look a bit dodge in the screenshots, but I'm glad it's coming along well, I hope it's as successful as the creators want it to be, 256 players with no lag could change console FPS's for good in the future.
foolishwolf's Avatar - Comment posted on 04/29/2009 12:24
foolishwolf
now THIS game sounds like a warzone! this preview has me mega-hyped now.
SephirothX's Avatar - Comment posted on 04/29/2009 12:25
SephirothX
@Zippyduda
If you're thinking tacos, then yes.
Narishma's Avatar - Comment posted on 04/29/2009 12:25
Narishma
Sounds like the Enemy Territory games, but with more players.
brosef's Avatar - Comment posted on 04/29/2009 12:34
brosef
*looks at Xbox*

Damn it.
John Johnson's Avatar - Comment posted on 04/29/2009 12:39
John Johnson
Thank god it's first person
grasslunatic's Avatar - Comment posted on 04/29/2009 12:54
grasslunatic
This is the jizz.
Volomon's Avatar - Comment posted on 04/29/2009 13:11
Volomon
The CO system sounds pretty well thought out. However I'm curious as to how they are selected? I would mind doing nothing but directing, as I have some experience in 200+ teams, and would like to return to that. As it is a serious rush to be the source of the action.
Justin Villasenor's Avatar - Comment posted on 04/29/2009 13:20
Justin Villasenor
Sounds a bit like Planetside, only hopefully more coordinated.
Sir playedallot's Avatar - Comment posted on 04/29/2009 13:26
Sir playedallot
This kind of massive multiplayer shooting game will only work if you find

many many many many many many many many many many many many many many many many
many many many many many many many many many many many many many many many many
many many many many many many many many many many many many many many many many
many many many many many many many many many many many many many many many many

players wich are willing to downgrade themself to cannonfodder.
Chronic Logic's Avatar - Comment posted on 04/29/2009 13:27
Chronic Logic
I have trouble enough playing in a 250 player map in Joint Operatons: International Conflict. I wonder how they'll fix lag?
pedrovay2003's Avatar - Comment posted on 04/29/2009 14:03
pedrovay2003
I'm really excited for this right now. It looks awesome, and the concept is really intriguing.
CelicaCrazed's Avatar - Comment posted on 04/29/2009 14:16
CelicaCrazed
Game sounds awesome!! Glad it's turning out right.

With 256 players, I hope there is a lot of customization options to make your soldier look unique.
Naim Master's Avatar - Comment posted on 04/29/2009 14:24
Naim Master
@justin villasenor
It's Planetside with half the people in a different setting with more hype .
Emrah's Avatar - Comment posted on 04/29/2009 14:54
Emrah
PUSH. TO. TALK. Finally.. I'm sick an tired of bouncing echoing game sounds, noise and bg music. If you are reaching for your radio, stop the god damn shooting.
Anski's Avatar - Comment posted on 04/29/2009 15:28
Anski
Reading this makes my PlanetSide nostalgia ooze right out of my brain. That's a good thing, by the way. Also, re: push to talk. FUCK. YEAH. I HATE open mics
Intonable Vab's Avatar - Comment posted on 04/29/2009 15:35
Intonable Vab
holy molly! this is looking pretty amazing!
i wish there WERE penalties for not following orders. I would really love a team based game where people actually have to play as a team.
Dexter345's Avatar - Comment posted on 04/29/2009 16:29
Dexter345
Sounds pretty friggin' rad. I wonder if it will work in practice.
Wedge's Avatar - Comment posted on 04/29/2009 16:38
Wedge
Shame this is being wasted on another boring tactical realistic shooter. Instead of the awesome that is(was) Planetside =<.
KorJax's Avatar - Comment posted on 04/29/2009 17:35
KorJax
Tactical "realistic" shooters can be fun. ArmA would have been awesome if it wasn't for the horrible clunky controls and feel of the players.

This doesn't come off as tactical, OR hyper realistic though.

How does this work exactly though? I mean... is there LITERALLY 256 players fighting in the same map/battlefield at a time, and you could theoretically see 256 different players infront of you? Or do they just deploy these players across several maps in "chunks" of 16-32 at a time per area?
Kira Plaga's Avatar - Comment posted on 04/29/2009 17:45
Kira Plaga
PMCs? Raven? Someone has been playing MGS4^^
Conrad Zimmerman's Avatar - Comment posted on 04/29/2009 17:49
Conrad Zimmerman
@KorJax: 256 players, one battlefield. If you could convince everyone to rendevouz at one point, you could see all 255 of the people you were playing with.
masterninja's Avatar - Comment posted on 04/29/2009 19:33
masterninja
I knew this was gonna be awesome...nut now i'm craving It!

How the hell am I gonna sit out the wait...oww well i feel like i'm on the battlefield right now in my mind...
mix's Avatar - Comment posted on 04/29/2009 19:35
mix
This is actually sounding pretty damn awesome, can't wait to find out more!
deadplug's Avatar - Comment posted on 04/29/2009 20:16
deadplug
Chronic Logic, I was starting to believe that JO was forgotten by most.

Nobody seems to remember it, and I do remember all of the lag.. *sigh*

People seem to think that MAG is a first of it's kind....
burglarize's Avatar - Comment posted on 04/29/2009 21:39
burglarize
It is for consoles.
WarZombie's Avatar - Comment posted on 04/29/2009 21:42
WarZombie
Not having a PS3 is really depressing sometimes. This looks amazing.
andycadaver's Avatar - Comment posted on 04/29/2009 22:39
andycadaver
Well, I have been thinking about buying a PS3... this looks absolutely amazing.
habslove's Avatar - Comment posted on 04/30/2009 00:12
habslove
I like the idea that they reward you for playing as a team and sticking close to your leader otherwise you're going to have too many idiots running all over the map.
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