Section 8
TimeGate Studios are a developer well known for their release of the Kohan real time strategy series which was a favourite with the gaming community a few years ago. They tried to push the boundaries of the genre and for the most part it worked well. They were also responsible for the F.E.A.R. Expansions - Extraction Point and Perseus Mandate. Today we review their latest game, a multiplayer focused shooter.
As a single player FPS it is not wonderful and this is generally due to the artificial intelligence of the bots themselves. They are largely quite stupid however the single player does serve as a good way to get into the many facets for the online experience.
Corde’s Story is the single player element of the game and you play this on the planet of New Madrid which is the setting for the entire game. Taking control of Corde you fight your way through a series of objectives, pairing up with various characters to tell the story of what Section 8 (otherwise known as the space marines) are doing on the planet and who they are fighting. If you play through Corde’s story you will have a fair idea of how to handle yourself later with other human players.
While in the sky you are presented with another option, your loadout selection options. Section 8 is a class based game with characters such as snipers for recon and long distance attacks, an anti armor unit and an engineer to repair. Nothing new here, but the game creates a slightly more interesting environment by offering customizable loadouts - any player can carry the repair tool for instance and even the straightforward assault configuration can be tuned to offer different methods of play. Additionally there are a plethora of passive modules you can add which give a variety of effects to your combat abilities - meaning you literally have an unending mix of options at your disposal.
My favourite option (as always) is the sniper class with a customized high, fast recharging shield system which means I am well protected against long range counter attacks ... while for example someone who is defending a capture point in a building would opt for high powered close range weapons with hardened armor. It is this diversity in game style that really separates Section 8 from the masses.
Section 8 is certainly aiming to keep players alive as long as possible to make the combat more appealing and when you die the respawning is more creative and inventive. Getting revenge from the air by pounding into an unprepared enemy is very satisfying. Add these solid multiplayer elements with other options, such as the short term jetpacks, personal mortars and the power run system (which initiates after a period of running) it ends up chaotic and fun. There are also mechs, tanks and defense systems which are built via deployables. The end product is a huge array of combat options which is set to appeal to a huge audience.
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