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         Section 8 Review
    Section 8
     Shooters
        TimeGate Studios
        SouthPeak Games
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Game.co.uk  Play.com   

Timegate Studios has been known to be a group of developers that like to take well-known genres and put their own unique spin on it. Back in 2001 they brought us the Kohan series on the PC, which completely redefined how an RTS should be played. Core RTS concepts were turned completely upside down as players were introduced to slower more strategic play versus the fast paced mouse clicking that most RTSs were known for. Area of control, supply lines, streamlined city building … these are all concepts that are fairly common place in some modern RTS’s, but can be traced almost entirely back to Kohan and Timegate Studios. In terms of sales Kohan didn’t sell exactly stellar, however the contributions the title made to the genre as a whole were priceless.

Fast forward to 2009 and enter Section 8, Timegate’s latest entry into the crowded console FPS scene. Section 8 introduces a number of different concepts to the FPS scene, much as Kohan did to RTSs. While the game may be a little too different for shooter fans to grasp initially, those who put time into the title are guaranteed to be rewarded.


Gameplay:


First and foremost Section 8 is a team based multiplayer game. Gameplay revolves around working with one’s teammates to capture various control points. Most of these capture points are set at bases scattered around the map defended by anti air guns, mini gun turrets and sensory arrays. Capturing these points rewards players with victory points which are crucial to winning. Similar to Sony’s Planetside, capturing a point requires a player to “hack” into a terminal and then hold the terminal until the hack timer runs down. Timegate also introduces dynamic combat missions into the mix including commando, vip, outpost, intelligence, and bomb. All of these missions award extra Victory Points to the team that accomplishes the objective of the mission. This creates a two tiered battlefield … one in which teams work together to accomplish the overall objective of capturing control points, while at the same time allowing for small squad skirmishes to break out over dynamic missions. The insertion of dynamic missions feels very organic in the overall flow of the match and creates welcome diversity in the flow of the game.

It is important to understand that Section 8 is different from most shooters in that the TTK (Time to Kill) one’s opponent is drastically higher than most other FPSs. Going Lone Wolf in a match is an easy way to die quickly as the combined fire of a squad will easily take down a single player. Players can choose different load-outs similar to Tribes and Planetside, and all load-outs are completely customizable. While many new players will choose the defaults provided by Timegate, veterans of the game will spend their time customizing their character to the situation at hand. Each players avatar controls a jetpack, an “overdrive” run system that allows players to blaze through massive maps, 2 different weapons and two items ranging from repair tools to sensor kits. Passive modules players equip will completely change what types of weapons can do more damage to them, how fast they can run, how much juice their jetpack will hold, even how long an auto lock will hold.

In terms of actual control the game has a much slower pace to it than a typical FPS. TTK contributes to this as does the huge maps that ship with the game. Some FPS players used to blazing their way through shooters at a hyper pace may be puzzled at why everything seems to take longer in this game … from killing an enemy to making it from one side of the map to the other. The slower pace however is very much intentional, as Timegate has gone to great a length to produce a title that rewards squad strategy over running and gunning. Deployables such as, sensors, sensor jammers, mini turrets, supply depots (inventory stations), huge walking mech suits, and even a massive devastating tank all serve to provide a well oiled squad with all the tools needed to success.

One of the coolest features of Section 8 is its spawn system. While spawn camping plagues most FPSs, Section 8 allows players to “burn in” on any section of the map, or directly to their squad of 4. Burning in has players dropping from a ship in orbit, and literally screaming down through the atmosphere to any part of the map. This completely eliminates spawn camping and is probably one of the single most innovative gameplay concepts we hope to see copied in other FPSs in the future.


Graphics:


Section 8 utilizes the Unreal Engine 3, which both delivers and fails to deliver all at once. While this reviewer found some of the set pieces in the single player Corde’s Story campaign mode to be impressive, overall the sci fi themed game world felt a bit generic. On the flip side the game features brilliantly huge maps with soaring vistas and allow for some truly epic squad on squad clashes during dynamic mission sequences in multiplayer. Overall the graphics are adequate, however the true meat of the game lies in the tactical gameplay of squad on squad action.


Sound:


The sound is also generic but good. For those of you with 5.1 systems prepare to have your neighbours or significant other tell you to “turn that damn thing down!” Explosions bracket speakers with loud booms, and the various weaponry all sounds exactly as they should. Personally we thought the environmental sound effects were very well done and helped with the overall immersion of the player in the game world.


Longevity:


Section 8 features a throwaway single player campaign called Corde’s Story that basically serves as a 6-hour introduction to the basic mechanics of the game. It’s definitely not anywhere close to Gears of War or Halo quality, however, it’s a fun run through and the AI in the game is fairly competent. The true meat of this game however lies solely in its multiplayer. The game features the inclusion of “X Server” functionality; an option where players can run their own dedicated servers using a Windows based PC. X Servers allow up to 32 players which can make for some pretty intense matches. Combined with the massive maps TimeGate Studios should be commended for providing one of the largest multiplayer experiences to date on the Xbox 360. Section 8 is unapologetically multiplayer in it’s focus, and just as unapologetically aimed at a niche hardcore community. While we have no doubt that many players will pass on Section 8 thinking it’s a “Halo clone”, we also have no doubt that there will be a small yet tight knit community that plays this game for months to come. Section 8 is not a pick up and play title but one that will reward the player that has the patience to learn its intricacies.


Overall:


Section 8 really brings some neat new concepts to the table while at the same time drawing on a wide variety of ideas from other games such as Planetside, Tribes, Counterstrike etc.

We've always been fans of TimeGate Studios and believe that some of the concepts introduced in Section 8 will eventually appear in future FPSs much as some concepts first introduced in Kohan are commonplace now in modern RTSs. That in and of itself makes Section 8 a title players should at least try out, and the studio, one to continue watching.

Review By: Scott Strickland - Overall Rating 8 (out of 10)
Gameplay:
8.5

Graphics:
7

Sound:
7

Longevity:
8

Overall:
8

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