Perhaps I'll check it out.
Showing off a game like this and having many of the 200+ people in one location doesn't seem like a fair way to assess it, that is why I am concerned. If it was the private party, how many people were there playing?
The 256-player match was played between a team of people in the UK, all in one area, and another team elsewhere. 128 people were grouped together for the Domination matches. As far as I am aware, the other 128 were in another country. It was all done online, so I can be pretty sure it was an accurate representation of the full game.
This is why these situations are not good examples. You can set a dedicated path also on routers to speed up traffic between two locations, removing much of the flood of data from 250 different locations and allow it to stream out, follow the same path, and arrive all together.
For people who played this during the beta did you have any issues with the following:
Hits you were almost 100% sure were on target missing
Players teleporting, or jerky movement
Message flooding for hits/kills
Dying after a fight
Simultaneous deaths
These are all good indications of lag. Hopefully this turns out great, but these private playing sessions are easily manipulated and for a game who sole focus is online, lag would be the main complaint.
Also like to know how many people were using headsets as that is more server load.
I feel your barely touched the leveling and commanding subject which gives you responsibilities and abilities, it seems like a very important thing in the game but you wrote only couple of lines about it
Maybe it because you didn't get to those levels yet, so maybe you should have wait with your review until you did
On the other hand, if the community doesn't jump in, there is no way standard games will reach 256 people.
I'm curious what the competitive community will do with this. There won't ever be clans large enough to consistently fill maps on their own. Even 8 man squads are pretty hard to get together on a regular basis.
MAG at least provides some sort of purpose, a team, and large enough conflicts to where I'll feel like its...well...something bigger than myself running around a small map getting big killstreaks and being a one man army. And that's pretty much how every match boiled down to in deathmatches and the other game types were ruined by the nukes among other things...
Also, I'll finally be able to experience a true Zipper developed title which is tantalizing in itself.
Got a bit more of Darsiders left. ME2 releases tomorrow and I'll be on that for at least 2-3 weeks. Need to finish AC2. Need to really get into Demons' Souls. Still haven't cracked open Dead Space, GoW Collection. And then there's February and March right around the freaking corner with more good games.
Too many good games out there, not enough time.
P.S. Good review again Jim. Thanks for the info and confidence that my purchase isn't for naught.
but superb review 8 is a great score for this game. :)
Until people "get it" the game will likely start off as a bit chaotic, but once people start to understand that this is a team game and that points are doubled near the FRAGO I think that this game will be awesome!
What impressed me was also the lack of lag. Every once in awhile there might be a bit of lag, but no moreso than any other game out there. For the most part the game ran exceptionally smoothly given the number of players on the map.
Day 1 purchase for me. I'll be running with Raven and ranking up to Squad Leader (my favorite position... even moreso than Platoon leader or OIC). I found this game to be very addictive during the betas!!
That being said, thanks for the review. Nice to know there's a bigger emphasis on cooperation than every other shooter out there.
Will have to check it out at some point.
I liken MAG's controls a lot more to games like Resistance 2 because it's mostly pretty forgiving and feels a lot better.
The game ran pretty damn smooth, even in the open beta with thousands of people giving it a try. Lag was very minimal. I was playing with many people from all over the states and the world without really experiencing any lag. Whatever lag reared its way were only very minor of the minorist degree of hiccups (just being teleported 10 backwards and that's it).
I can understand your concern though since there are so many playing it at once. But the game has had multiple betas (six I do believe) to iron out these issues early on. The open beta ran just fine so I'm pretty certain the final product runs just the same, if not better.
I experienced lag in the beta one time...input was slow for a second or two and then sped up for another second or two. 4 seconds out of 20 hours playtime is, I'd say, a good ratio.
Nothing else from your list. The game is very smooth.
Gears of War with its host lag, fifa with its occasional trippy lag spikes and RFG being a lagfest for me - I was expecting MAG to lag like hell.
But it ran like a dream. Seriously no lag. Im buying asap, awesome game, requires real teamwork and tactics to properly succeed in battle.
Just kidding. It's good to see some of the early reviews praising the game. I feared the very "PC like" aspect of this game would get it bashed beyond repair. Now all I gotta do is wait until fridays payday to snag my copy.
minus choppers and planes, which is both good and bad, a good chopper pilot is a huge pain in the ass and planes are basically invincible unless your using a plane too
MAG is also the evolution of the chain of command present in BF2
however its really obvious that the game lacked polish and im completely sure that if they could zipper wouldve delayed the game a few months
There were only a few times lag was noticeable and it was usually just before the servers would go down so that they could patch an issue (as was common during the beta process). In fact I've noticed more lag playing COD:MW2 than I ever did during the MAG beta.
To answer your questions:
Hits you were almost 100% sure were on target missing - hit detection was excellent and this was often remarked upon during the beta.
Players teleporting, or jerky movement - occasionally on death there was some odd movement ... the only time the teleporting/jerky movement or lag was noticeable was right before the servers went down to repatch... part of the beta process. Other than this, lag was rarely noticed.
Message flooding for hits/kills - no, never noticed this (excepting on previous servers going down thing)
Dying after a fight - no because usually you have a bleedout option... so you lie waiting for a teammate to revive you there unless the enemy comes up and finishes you off. The only instant kill was usually a sniper headshot or a grenade and both show as the method that killed you.
Simultaneous deaths - LOL... yeah, when you get hit by a mortar or air strike there were lots of simultaneous deaths! :)
Shut up until you know wtf you are talking about.
I've played the game, online, against 256 players. So there.

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