hot  /  reviews  /  videos  /  cblogs  /  qposts

Dust 514

EVE and Dust 514 photo
EVE and Dust 514

EVE Online increased incentive to attack Dust 514 players

Blast the planets!
Dec 11
// Joshua Derocher
EVE Online has been tweaked a bit to change-up how players interact with Dust 514 players. Dust 514 players used to earn orbital strikes be earning points during their match, but now they have to rely on EVE pilots to decide ...

CCP nabs vet Jean-Charles Gaudechon as Dust 514 producer

Former EA Stockholm producer joins CCP
Oct 09
// Dale North
CCP Games has nabbed Jean-Charles Gaudechon as executive producer for Dust 514, their free-to-play PS3 FPS. Gaudechon was an executive producer at Electronic Arts Stockholm where he headed up Battlefield Heroes and Battl...

Dust 514 2x Skill Point week-long event is on now

Unn, double up, Unn UNNN!
Aug 08
// Dale North
Playing Dust 514 on PS3? You'll want to log on this weekend to double up on skill points and level up. The 2X Skill Point event started yesterday and runs for a solid week (ending August 14), so you have plenty of time to get...

CCP 'confident' about Dust 514's five-year future

Jun 06 // Joseph Leray
"We already see that Dust 514, during open beta, had been driving hardware sales for Sony. We actually track that together," he tells me. "We so know that our fan base, Dust-curious players, are buying the PlayStation 3 to get into our game." More generally, though, Gunnarsson seems confident in Sony's ability to support the PlayStation 3 well into the next few years. "What we hear, anecdotally, is that PS3 sales are increasing," he says. "Sony have done a phenomenal job of managing console transitions, like they did with the PlayStation 2's cost and size reductions," he effuses. "We can make the logical assumption that something similar will happen as the PlayStation 4 comes to market," Gunnarsson continues, noting that the PS3's large European and Asian install base and incremental success since 2006 will give it "long legs" moving forward. His ultimate declaration on the subject is this: "If you look at the large third-party publishers, you'll see that Sony is not falling away from the PlayStation 3. What about Grand Theft Auto V? It took Square Enix years to come to the PlayStation 3." Gunnarsson's enthusiasm is partly diplomatic, I'm sure, but fans’ enduring interest in the PS3 is the crux of Dust 514's development strategy, which is to keep players coming back with a periodic trickle of high-quality -- and, most importantly, free -- updates. The foundation for these types of updates was laid when Dust 514 was still in open beta. Several months in, CCP rolled out a free, updated build of the game, called "Uprising," which overhauled the game's graphics, added content, and re-structured much of the game's user interface and menus. More updates -- most notably, a King of the Hill mode called "Domination" -- were made when the game officially launched on May 14 (get it?), only a week later. "Here we are in the late stage of the open beta, and we've completely overhauled the whole thing," explains executive producer Brandon Laurino during a brief chat. "Even for a PC MMO, that's pretty outrageous, but you've never had that for a console game. You've never had something like a demo or a version 1.0 of something in your hands and then had a huge graphics update on it." Dust 514 has been officially released for less than a month now, but the Shanghai-based team responsible for it is already in active development on new gameplay modes that should be available "very soon." (I should note that "very soon" int his case means up to three years from now.) In its current iteration, Dust 514 is a competitive, player-vs.-player, deathmatch-based affair. However, CCP Shanghai are working on cooperative, player-vs.-environment modes that they hope will encourage corporation-level play: "Survival" is a wave-based Horde mode, and "Infestation" will involve scouring any enemies trying to establish a toehold in corporation-controlled districts. In both modes, groups of players will fight against drones, the so-called "rats" or "mobs" of Dust 514, to gather money and other resources. The idea is that these PvE modes will give players and corps new entry points into the robust in-game economy that ties Dust 514 and EVE Online together. Eventually, CCP plans to implement space elevators to carry those resources from the planetary surfaces of Dust to the orbiting fleets of EVE, linking the two games physically as well as thematically, economically, and structurally. Other upcoming modes include “Penetration,” which will allow Dust mercenaries to raid and board EVE’s Titan-class warships, and “Gladiator,” a set of organized tournaments that will include in-game betting and streaming. The EVE universe spans hundreds of star systems and thousands of planets, each of which will need to be dynamically populated with weather patterns, terrain, vegetation, and architecture. Racially variegated weapons, vehicles, and space stations are also in the works. If that sounds like a lot, that’s mostly the point. “This is the way that CCP does a game,” says Laurino. “We’ll never make a Dust 514-2, right? We’ll never update the graphics, package up a bunch of content, and say, ‘Okay, now this is a $60 expansion.'” “It’s just all part of the game as a service that we provide to our users. That’s part of the value proposition that we offer,” he continues. “‘Uprising’ is not the end of the major, free updates. We’ve got quite a few more planned for the rest of 2013 and then out for two years, out for five years, out for ten years, just like EVE.” Still, CCP will eventually need to develop a PlayStation 4 version of Dust 514, link it to the PS3 version, and then tie both of them to Tranquility, the London-based server that governs everything that happens in the EVE universe. And they’ll do it, ideally, with as little downtime as possible. A tall order, but one that CCP are already familiar with. “When we launched EVE in 2003, it was running on Windows XP at the time, on DirectX 7,” Gunnarsson tells me. “We migrated to DirectX 9 with a live game in operation and ran a dual rendering across DX7 and DX9 for many years. We launched the Mac version the same way.” Not surprisingly, Laurino agrees, though he’s less concerned with the nitty-gritty details at this point. “Really, any game could be set up to this. So it’s more a philosophy than it is a real technical roadblock,” he explains. “Of course there are a lot of technical challenges, sure, but it’s about holding yourself to a different software development standard and a different standard for service that makes a difference.” “It’s also just common sense,” Laurino goes on. “If you want to sustain a ten-year product in the videogame industry, you have to upgrade at some point.” I ask Gunnarsson, somewhat dubiously, about the economics and logistics of running two different games on three platforms connected by one central server; he remains nonchalant throughout. “We’re very confident. We’ve already done this in the PC space," he explains. "If you think about it from that perspective, we’ve been doing this for years.”
Dust 514 photo
Free updates, more modes, and a new platform
Late last year, erstwhile EVE Online executive producer Jon Lander proclaimed -- perhaps emboldened by his own game's impending ten-year anniversary -- that CCP had "a five-year roadmap" for the recently-released free-to-play...

Review: Dust 514

May 17 // Chris Carter
Dust 514 (PlayStation 3)Developer: CCP ShanghaiPublisher: CCP Games, Sony Computer EntertainmentRelease: May 14, 2013MSRP: Free (with microtransactions) The major draw of Dust 514 is the link between it and EVE Online. It's not just a nominal link either -- usernames span both games, so if your name is taken in EVE, you cannot use it in Dust; this is done so you can connect to both games seamlessly. Factional warfare in Dust changes the way EVE players experience the game, and conversely, EVE creates contracts (missions and parameters) in Dust. PC EVE players can order orbital bombardments against PS3 Dust players, and so on. It's all very well thought out, and will easily be more appealing if you team up with one of your friends who plays EVE if you're not into MMOs. I've been playing EVE casually for many years, and from what I can tell from the community, nearly everyone is really excited for the project. Simply put, EVE Online is one of the greatest communities I've ever been a part of. Its fanbase is so passionate that many corporations (guilds) have already dove headfirst into the game, offering up training for new recruits who only want to play Dust 514, which in turns reaps benefits for their corporations. If you've been on the Internet since the dawn of EVE, you'll recall some of the craziest stories ever told in the history of gaming -- all of that due in part to the passion of the fanbase. It's a weird meta-aspect that you'll have a chance to embrace, and something you don't see often. But for everyone else who is not already an EVE fan, you're going to see it as another first-person-shooter -- and it will most likely not blow you away. In fact, as soon as I actually booted up my first skirmish, I was immediately underwhelmed. The environments, the guns, the visuals -- everything but the stylized character models was extremely basic, to the point where at times, it looks like a previous-generation title. I experienced major framerate issues, so much so that it affected my ability to see vehicles in the distance. At times, the game seemed to run well below 30 frames per second. I also experienced a decent amount of lag during my time with Dust, which is obviously a problem with an FPS, especially if you're fond of long-range combat. Another issue is the lack of innovative modes within the confines of Dust. Right now, there's only four basic gametypes for skirmishes, and they're basically rips of Call of Duty and Battlefield. There's team deathmatch, team deathmatch with power-ups, and two "capture the point" games (one involves multiple points, the other involves a single point). If there isn't a campaign going on relating to your faction in a cross-EVE event, you're going to have to stick to skirmishes to rack up experience and ISK (more on that later), and after a while, it can get pretty boring. When the game works though, it works about as well as a basic FPS should. If you opt to play with friends -- which should be easy since the game is free -- and stay in squads, Dust is infinitely more fun; tactical combat is much more effective here than random lone-wolf strikes. It won't blow you away in the sense that at a base level, it's all stuff you've seen before, but the more you're willing to get into the meta aspect of the universe the more fun you'll have with it. The map is incredibly intuitive, showing all the action on-screen, all the way up to available spawn-points, heavy artillery fire, and known enemy locations. Gunplay is pretty generic until you get to the later weapons, but when you're not fighting the syrupy framerate or lag, it works. The feeling of success and triumph when you storm an enemy base are all there, as are those crucial moments when you ram one of your vehicles into a group of enemies and mop up the rest. Building a loadout can be complicated, which has its own set of positives and negatives. For one, I enjoy a complex FPS, as the market is littered with too many simplistic run-and-gun affairs -- so in some form, I appreciate what Dust 514 is trying to do. Under the veneer of "kit whatever you can fit" (like the new Black Ops II system), Dust uses an energy rating that essentially allows you to build up whatever you want, and "whatever" consists of hundreds of combinations, ranging from armor pieces, to weapons, to vehicle requests, and much more. You'll also have to balance skillpoints which are basically the bread-and-butter XP system, allowing you to rank up certain skills, increase your character's stats, and unlock new equipment. By the same token, the game is littered with microtransactions, to the point where it feels like it's approaching "pay to win" territory. That isn't to say that the game is pay to win, as there is still a lot of skilled involved with the pure FPS aspect -- but it certainly feels like it. There are two currencies in Dust -- Aurum (real life money), and ISK (money earned by playing the game). In a sense, it's kind of like League of Legend's Riot Points and IP point system, respectively. On paper, it seems to be a fair way to run your game -- but in practice, it's worse than that. The absolute worst example I found during my many hours of play was the fact that you have to constantly spend ISK or Aurum to equip single-use vehicles (or armor) if you want to use some of the more complex and armored options. Yep, that's right, it costs around two to three entire rounds' worth of ISK (or Aurum, if you want to pay for it) to call in a single-use air support vehicle for instance, even if that vehicle crashes and burns in less than a minute. You do get the option to call in a basic truck an infinite number of times (essentially Halo's Warthog), but if you want any of the other (read: better) options, you'll have to wait and grind out your ISK in a painful fashion. While you can technically earn virtually everything to put yourself on an even playing field, you will have to grind to get it, and without a corporation, it won't be nearly as fun. But the fees don't stop there, as many things utilize ISK for a single use. You can buy single-use items like medi-kits, but if you don't want to keep buying them, you have to pay real-life cash in the form of Aurum to get the "blueprints." It goes on from there, complicating the marketplace with combinations of ISK and Aurum transactions side by side, to the point where you'll just ignore the interface entirely if you aren't keen on spending cash. After I realized the needless complexity and sheer audacity of the microtransactions system, I felt incredibly disappointed. I wanted to go into the marketplace section and research items to buy with my ISK, but I kept seeing constant Aurum advertisements popping out. If I accidentally clicked an option for an Aurum package, I had to wait upwards of 10-20 seconds for it to load, advertising the egregious $99.99 option. The game also has "boosters" that net you more experience points, which would have been fine on their own, but feel way too over-saturated when combined with everything else. Dust 514 has promises of greatness. It reaches high and attempts to accomplish something not many games have even tried to this day, which should be commended. But right now, it needs a few more major updates before it gets there. With a hefty amount of microtransactions that border on offensive, there is a very ambitious, competitive game underneath the sloppy veneer.
Dust 514 review photo
Flashes of greatness covered in dust
Dust 514 is one of the most ambitious games of all time. Not content with just offering a shooter within the EVE Online universe, CCP Games seeks to actually connect the game to EVE itself, allowing both titles to influence e...

Space lasers!
CCP's ambitious first-person shooter Dust 514 is now in open beta. The free-to-play shooter, as you may already know, is linked to EVE Online, the crazy space game that's an actual viable export of Iceland. I'm not joking.&n...

Dust 514 open beta photo
Dust 514 open beta

CCP will roll out the Dust 514 open beta next week

Get in beforehand for a nice bonus
Jan 14
// Jordan Devore
After being available in closed beta for some time now on PlayStation 3, Dust 514 will be entering open beta on January 22, 2013, CCP Games announced today. And the timing couldn't be better. Arguably the most interesting asp...

Dust 514: 'Way of the Mercenary' trailer

Create your own merc
Oct 30
// Dale North
This new trailer from CCP Games is a fine introduction to their free-to-play multiplayer FPS, Dust 514. It walks you through how your initial selections and preferences determines your eventual role on the battlefi...

CCP has a five-year roadmap for Dust 514

Hold on to that PlayStation 3
Oct 12
// Jordan Devore
EVE Online developer CCP has high hopes for its PlayStation 3-exclusive Dust 514. Chatting with GamesIndustry International, executive producer Jonathan Lander revealed "Our plan is that we want in another ten years to be hav...

[Update: The keys are all gone! Enjoy] The fine folks at CCP have hooked us up with 1,000 beta keys for DUST 514! The upcoming free-to-play PS3 shooter directly ties into the PC MMORPG EVE Online, with actions in one game di...


Dust 514 made its gameplay debut at the EVE Online Fanfest event earlier this year where I got some extensive hands-on time with the game. Back then, I thought the overall concept was great, but the visuals and controls neede...


PlayStation Plus subscribers getting beta of Dust 514

Aug 14
// Brett Zeidler
To celebrate what CCP Games calls the "Precursor" phase for Dust 514, the developers have announced that PlayStation Plus subscribers can get in on the closed beta for Dust 514 from August 21 through September 4. Joining Merc...

E3: Dust 514 gets PlayStation Home area, Vita app

Jun 04
// Bob Muir
There's a hot new trailer for Dust 514, the upcoming free MMO FPS for PS3 by CCP. (OMG!) Watch as people get attacked by tanks before taking revenge with an orbital strike from massive spaceships. You can still sign up ...

The mercenaries of Dust 514

May 29
// Fraser Brown
In this second Dust 514 dev diary Producer Thomas Farrer and Art Director Robert Dimond discuss the mercenary troops, their roles, weapons and armor. These guys are the best and the most bad ass, not just regular cannon fodd...

An Eden for the rest of us: CCP shines light on Dust 514

May 21
// Jason Cabral
When I think of large-scale, methodical PC MMORPGs the last thing that comes to my mind is being able to link up to a console-based first-person shooter. Clearly, the hard working folks at CCP Games thought otherwise. Dust 5...

CCP opens DUST 514 closed beta sign-ups

May 17
// Jordan Devore
DUST 514 continues to intrigue me as someone who appreciates the complexity and scale of EVE Online but would rather get into the fiction another way -- preferably one in which there's more shooting and less spreadsheets, if ...

Preview: First hands-on with CCP's DUST 514

Mar 27 // Hamza CTZ Aziz
[embed]224502:43163[/embed]   DUST 514 (PlayStation 3) Developer: CCP Publisher: CCP Release: TBA 2012 There are countless established first-person shooters on the market, to the point of saturation, yet here comes a company entering a genre that is the complete opposite of what they’ve been solely focused on for the last nine years. What sets DUST 514 apart from everything else is quite literally the direct connection it has with the EVE Online universe as both games share the same universal single-shard server. DUST players will communicate with EVE players (or the AI) to get contracts and accomplish certain objectives on a map. Mind you, these maps are located on any given planet within the EVE star system. At launch you can expect to fight across 7,000 planets, with multiple locations on each one. Maps will vary in size, although most are designed for large-scale battles (up to 48 players can play in a match right now) and there will be different modes such as team deathmatch and objective-style stuff too. The initial maps will have a pretty standard desert look going for them, but CCP will release more planets set on ice, water, volcanic, and other types of terrain in 2013. EVE is a game about gaining territory for your group/corporation and now DUST will extend that by allowing for planetary control as well. Gaining a planet will provide benefits to each game world, such as resources, ISK, and more to be detailed down the road. Additionally, what you do truly matters. The better the player you are in DUST, the more sought after you become. EVE players won’t want to hire just anyone for their galactic conquest needs, and will be looking for the best players and teams to spend their hard-earned ISK on. The other half of the EVE/DUST connection is that EVE players can directly help DUST players on the planets below. As described by Dale from the Fanfest 2012 keynote, a DUST player can request an EVE battleship that they’ve taken the initial contract from to attack a target. This type of assistance can surely turn the tide of battle quickly, and I wonder how crazy it will be in a real scenario as enemies can do the same thing. Not only can players counter-attack an EVE strike by firing up into space (if they have the right building), the other team can also get their own EVE spaceship backup to fire upon the opposing DUST players or the just engage the enemy in space. We can only fantasize and speculate at how all this will be able to transpire in a real setting beyond what was shown during the DUST 514 keynote at Fanfest. For now, though, I’ll break down what I experienced with my hands-on time of the game. DUST 514 begins with your avatar appearing in the Armor Quarters, located on a space station in the EVE universe. You can walk around this space to find info on what's happening in the game world, but really, the main thing you'll be doing here is customizing your character. By pressing start, you'll pull up the NeoCom menu that gives you access to finding battles (either via quick match making or choosing a planet from the star map), the market, social features, game options, and customizing your character. EVE has always been about freedom, and of course DUST 514 will offer that same mentality. You'll be able to choose different classes, such as assault, scout, heavy, and engineer with more to be revealed down the road. You won't be strictly limited to a certain set of skills and weapons tied to each type, either. Each group can have shared traits; for instance, a heavy being able to run faster and scouts carrying a heavy type weapon. There will be a balance to this, so a heavy that can run faster won't deal as much damage and the scout with a heavy weapon can't run quite as fast. Vehicles are also fully customizable, allowing you to equip your choice of weapon onto them. The tank, for example, can be mounted with three different turrets on it, the main one controlled by the driver and the two additional ones controlled by your teammates. Other vehicles I saw include a jeep and a dropship that can shuttle players around. Of course, being able to customize to your heart’s desire will require you to first earn some ISK, the in-game currency of DUST 514 and EVE. The market will be the place where you can buy weapons, equipment, dropsuits, modules, augmentations, turrets, vehicles, skills, and more. The more battles you win, the more ISK you earn. Seeing as how this is a free-to-play game, you can spend real cash and buy what you want. CCP stressed that DUST 514 is not a "pay-to-win" scenario, and everything you can buy with real cash has an equivalent item that you can eventually earn through the game. CCP wasn't ready to talk specifics, but the items you can buy with real currency will range anywhere from a penny up to hundreds of dollars. There will be a huge range of purchasable items that will be shaped to the player's taste as standalones, bundles, packages, and more. The characters we were playing with were decked out with skills and weapons that would take over seven years to get as maxed out as they were through the in-game leveling and ISK. Earning ISK can also be accomplished by manufacturing (crafting) goods just like in EVE. EVE players can manufacture things to benefit DUST players and vice versa. What this will actually entail will be revealed at a later date. At its core, a lot of the gameplay elements of DUST 514 reminded me of Tribes, Section 8, and even Battlefield 3. Before each spawn, you'll be able to select from any one of your custom classes and then get launched into the match. You'll be able to go in with at least two guns, grenades, and special. You can call in for building drops such as ones that allow for new spawn point locations and turrets and you’ll be calling in vehicle drops as well. Shooting, unfortunately, felt very loose and it seemed to take a ridiculous amount of fire power to actually kill someone. The worst was that it takes way too long to throw your grenades. Your target would be long gone by the time they dropped. Vehicle handling was pretty poor too, but the ability to switch from a first to third-person view in a vehicle made controlling a little easier. Everything I saw and played with was a work in progress, so a lot of things weren't final and will get improved. In fact, the screens accompanying this write-up are vastly superior than the visuals were during my hands-on. The biggest priority that CCP should have, in my opinion, is the controls. Players will move on fast if they’re constantly struggling with them. There will be a beta this April that everyone attending Fanfest will get early access to and it will open up to more folks in June. Getting to attend Fanfest was a unique experience in that I got to witness first-hand how there are no barriers between the developers and fans. CCP isn’t talking at you, they’re talking with you and want to work together to make their games the best they can. The huge support Sony is giving CCP coupled with the ravenous fanbase that makes up EVE promises to usher in something amazing. DUST 514 is CCP's chance to reach a broader audience through a far more accessible game. They're aiming for AAA status and want to be just as competitive with the big boys like Activision and Electronic Arts in the genre. As the resident FPS nut at Destructoid, I'm looking forward to seeing just how this all folds out.

DUST 514 is the next big thing from CCP as it’s a first in our industry. Your actions in the free-to-play first-person shooter on the PlayStation 3 will have a direct effect on a totally different game on a separate pla...


The DUST 514 and EVE connection begins with the clones

Mar 24
// Hamza CTZ Aziz
EVE Fanfest 2012 wrapped up today, and as in previous years, CCP ended their final presentation with a sexy new cinematic trailer. Here we see the different forces discovering how to send ones own mind into a cloned bod...

The DTOID Show: Dust 514, GTA V, and Adventure Time DS!

Mar 23
// Tara Long
Hey there! If you didn't catch today's Destructoid Show, Revision3's resident videogame hipster Anthony Carboni filled in for me alongside Max, while I was stuck at home sick. I'm disappointed I couldn't be there (especially...

EVE dev admits 'mistakes,' reduces workforce by 20%

Oct 19
// Alasdair Duncan
EVE Online has always been a game I'd admired from a distance rather than actually playing it. Icelandic developer CCP has done an amazing job and EVE's success always seemed to be well earned. Which makes all the recent trou...

Dust 514 to demand 'cover charge' from PS3 players

Jul 11
// Jim Sterling
Those planning to play the EVE-themed shooter Dust 514 will be expected to pay a $10-20 "cover charge" in order to get started, although that charge will refunded as in-game money.  "In the beginning you have to pre-buy ...

Auto-loading more stories ... un momento, corazón ...