Home > Features

5 Features Next Gen Multiplayer Will Fail Without

With all of the hullabaloo and “leaked” news stories lately regarding the impending release of the next generation of consoles, it’s hard to believe we’ll have to wait much longer to get our grubby mitts on the Playstation 4, Xbox 720(?), and, of course, the already-announced Wii U.

Multiplayer games have proven to be system-sellers, and keep players invested for countless hours, and their wallets invested for countless DLC. When the next generation officially rolls out, though, we should be expecting some pretty impressive upgrades, both to the hardware and the software (no matter if it’s first party or third). The following list of enhancements and requisites will go a long way to help the next generation of multiplayer be the best yet. Now, there’s no accounting for a terrible game, and a steady framerate, tasty graphics, and progression won’t fix poor gameplay or production values.

Without further ado: 5 features that will guarantee success for the next generation of multiplayer.

Dedicated Servers

Dedicated servers. For every multiplayer release. I don’t care if it’s a downloadable game that only costs the player 10 bucks; if it has multiplayer, it needs dedicated servers. Current titles such as Gears of War 3 and Battlefield have shown that dedicated servers can exponentially decrease the amount of lag and host advantage often found in multiplayer games (especially shooters). I understand that dedicated servers can be costly to maintain, but that is a price developers (and publishers) should have to incur in order to present the most balanced and accessible multiplayer game possible to their paying customers. Dedicated servers should be a guaranteed feature for every multiplayer game in the next console generation.

Ahead of the game.

Server Lists

Most multiplayer gamers play favorites – favorite maps, guns, skins, perks, etc. It’s hard to play your favorites when the game randomly selects levels, or the group of players competing with you consistently vote for maps other than the ones you want to play. This may seem like a minor frustration, but it causes major problems when players start to drop out  of games because they don’t care for the map. I’ve done it numerous times. Killzone 2 featured an excellent server list that offered players control over map selection and variation, weapon selection, and game mode and time limits. For some inexplicable reason, this feature was cut for Killzone 3, and the game was a lesser title because of that loss. Modern multiplayer games have given players an incredible amount of choices and options; they need to make sure we’re getting to choose the most important thing: where we play.

Oh, how we miss you, Killzone 2. You gave us so many options.

Steady Framerate

Next generation multiplayer games should all run at a steady 60fps, never dipping for any reason. Does running at 60fps make a game “better”? No, not inherently. But a consistent framerate does. And if Games have been able to lock in a solid 30fps for the past who-knows-how-many years, then the next generation of technology and game development should be able to lock in 60fps across the board. Above 60fps, it’s hard for the human eye to consistently tell a difference in frame rate, but the difference between 30 and 60 is very noticeable.

Among select other titles, Rage ran at 60fps, but suffered other performance problems on both the PC and consoles.

Bot Support

Bots were a standard feature in multiplayer shooters for a number of years, and then became less ubiquitous when online console multiplayer expanded post-2000. While a number of core titles still feature bot play (the Killzone series, the exemplary Gears of War 2 & 3, and Call of Duty to an extent), many franchises suffer from not supporting online bot play. Any online Gears of War 3 player can relate to you the importance of bot play; if a player drops, he is instantly replaced with a competent bot. Halo is a remarkable series, but when people quit (and they do, often), the teams are imbalanced for good. There’s no replacement soldiers to fill in the gaps. every online (and offline) multiplayer title should feature bot play; its benefits are obvious. Bots can be used for practice, fun custom matches, as a break from online douche-baggery (bots don’t cheat, tea bag, or scream in your mic), and to help keep online teams on an even keel.

Shoot, Perfect Dark had bot support in 2000. What's the deal, guys?

Post-Launch Support

See that phrase in bold, right above this question? It does not say DLC. It says post-launch support. Developers need to cultivate legions of fans and regular players in order to establish an identity in the crowded online multiplayer realm, and the best way to do this is to regularly support their titles for an extended period (I’m talking more than a year) after they launch. Bungie have proven to be the modern masters of post-launch support, regularly updating playlists, tweaking mechanics, and incorporating new (free) content created by both their designers and the Halo community. They have passed the reins to 343 Industries, but we can expect that same kind of brand dedication when they release their rumored sci-fi MMO shooter in a a few years. Developers: support your game with updates, patches, and tweaks on a regular and continual basis. Complement these updates with paid DLC, but your primary focus should be providing free support for your title. Trust me, it will garner you many fans and long-term players.

Cliffhanger is one of the many maps freely incorporated into Halo: Reach's playlists post-launch.

What am I missing? What multiplayer features are a “must” for developers and publishers to focus on for the next generation? Let me know in the comments or on Facebook or Twitter!

Graham

I teach, and I game. That is all. Subscriber

Home > Features

Budget MP: Brink Review

A few months ago, a game was released that was met with very mediocre reviews. It was faulted for having too few maps (8 in total excluding DLC) and very few modes (the lack of a standard deathmatch mode is a glaring weakness). However, one thing that almost everyone could agree on was the fact that it offered a unique multiplayer experience. That game is Brink.

Since I’ve seen this game listed between $20-$40 in recent weeks, I thought I’d do a small review for everyone who can’t decide whether or not to pick it up.

Brink is set in the fictional world of the Ark and features two warring factions, the Resistance and the Security, who are fighting for control of the Ark. Each multiplayer level has one side completing objectives such as blowing up certain targets, rescuing and escorting prisoners to safety, and hacking into terminals for information while the other team defends these objectives and tries to prevent their opponents for completing these tasks.

Each faction is made up of 4 different classes, each with its own strengths and weaknesses:

  • Medics can boost the health of their teammates, revive incapacitated teammates, and heal the escort during the rescue missions
  • Operatives can disguise themselves as enemies, highlight foes for their teammates, and are used to hack terminals during objectives
  • Soldiers provide teammates with ammo, carry class specific molotovs, and are used to destroy targets during objective missions
  • Engineers can increase their teammates weapon damage, place hidden minds, and are used to deactivate certain targets during objective missions

Each class has its own special uses and having a blend of them on your team is crucial for your team to be successful. Also, switching between classes is a breeze using special, in-game terminals located throughout the levels.

Brink also uses AI bots to fill any gaps in multiplayer matches, however these bots are rarely useful aside from providing you with the odd ammo clip or health boost and are best served as meat shields and should not be depended upon to complete objectives.

One of Brink’s best features is the Parkour system which allows players to jump, climb and slide their way around levels. Each of Brinks three body types (Heavy, Medium and Light) offer various mobility, however the lighter you go, the lower your health, so it pays to experiment a little to find the type that best suits your playing style.

Player customization is another huge aspect of Brink, each time you level up you unlock new clothes, weapon attachments, and skill points that you can use to make your character unique. There are also a few challenge maps that are used to unlock certain weapon upgrades such as larger magazines, muzzles, and speed slings (which help you switch weapons faster).

Now with that covered, it’s time to talk about Brink’s flaws. Aside from the terrible AI I mentioned earlier there are a few more issues I’d like to address. First and foremost: level variety. 8 maps is respectable for a game that has a robust single player campaign included, but when your main focus is multiplayer, I’d expect to see at least a dozen maps, if not more. Secondly, the stat tracking in this game is atrocious. Instead of showing you your kills, assists, and deaths, it gives you a 20+ character code that you have to input into their website in order to view your stats…ridiculous. Finally, there’s the small issue of multiplayer variety. There are essentially two modes: co-op challenges and freeplay. Challenge maps have you completing objectives against varying levels of skilled AI bots (I wish the AI bots in the online modes were this good) while freeplay is essentially the single player campaign with human players occupying both factions and teams take turns doing offence and defence after each game.

Now, to the numbers.

MP1st Staff

Home > Features

Modern Warfare 3 Multiplayer Gameplay Videos on All 16 Maps

With Modern Warfare 3 just around the corner, we thought that these 16 Modern Warfare 3 videos would help you get a feel of all the maps available at launch. Of course, there will be monthly DLC drops for elite members that will pack in new maps. If you like small, chaotic maps (e.g. Shipment and Nuketown), then the first video on Dome is a must watch for you.  Interestingly, “the small, chaotic” map in World at War was also called Dome.

Without further ado, here are the 16 videos with no particular order:

Disclaimer: These videos are mainly from recent leaked footage and some from CoD XP. If any of them gets taken down, let us know in the comments’ section below.

1. Dome

[youtube id=”09Vqwx2lr5U” width=”600″ height=”350″]

2. Interchange

[youtube id=”bQr0fhuvAcY” width=”600″ height=”350″]

3. Bootleg

[youtube id=”Seb9SsVdo_c” width=”600″ height=”350″]

4. Underground

[youtube id=”S3Qfpn-js9I” width=”600″ height=”350″]

5. Resistance

[youtube id=”n0Vy5-MyJM8″ width=”600″ height=”350″]

6. Mission

[youtube id=”q9RHfp68wMo” width=”600″ height=”350″]

7. Seatown

[youtube id=”t2rOp77Hg_c” width=”600″ height=”350″]

8. Bakaara

[youtube id=”k_4ITk6wNMs” width=”600″ height=”350″]

Take a break to follow us on Twitter and Facebook for full coverage of Modern Warfare 3.

Fahed Jaradat

Senior Editor and Co-Founder. Multiplayer runs in my blood. Don't believe me? Ask for a sample! Subscriber

Home > Features

Battlefield 3 Co-op Weapon Grinding “Getting Nerfed”

Battlefield 3 is all about the multiplayer; more specifically, the competitive multiplayer. It’s where most of the fun and addicting moments are had. It’s so fun and addicting, in fact, that it’s all too easy to forget about the two other modes BF3 offers: single player and co-op. Personally, I really enjoyed the SP experience, but I can easily see why gamers would want to forgo it in order to spend more time unlocking sweet stuff in the competitive MP. However, you may have noticed by now that some of the sweetest stuff you can unlock in the MP is only achievable through the co-op game mode. This is possible by accumulating high scores with your partner throughout the 6 missions that are initially available.

Please check out MP1st’s Battlefield 3 Co-op Review!

At first, this sounds like a reasonable attempt to entice players to try co-op with others, until you realize exactly how much time you need to spend here in order to unlock some of the later MP weapons. For example, if we take the engineer’s SG553, you’ll notice it takes 378000 co-op points to unlock while the total XP points needed for the engineer’s first service star is only 145000. It would make sense if we were forced to earn that many points with the engineer class in the MP, but instead, we are forced to grind in the co-op. And, let’s be honest here, no one should have to play each co-op mission more than once or twice in order to unlock every weapon. There are just simply more important things to do in Battlefield 3.

On to some interesting news. If you’ve been neglecting the co-op, but still have the intention to eventually unlock those weapons, it might be a good idea to hold off for a while. Fredrik Thylander, Senior Designer at DICE, was recently asked if it was intentional that we would have to grind this much in order to unlock those weapons. He surprisingly responded, “nope. And its getting nerfed.” No further details have been provided, but it looks like we’ll finally soon be seeing more players with the G3A3 on the battlefield. This will most likely come in the form of a patch which seems to already be in the works. You can check out details here!

Changes to Aiming, PP-2000, and More Patch Details

Jets and Pistols and UMP-45 Adjusted

For now, I leave you with a list of all the MP weapons achievable through co-op, how many points it takes to unlock them and their descriptions from the Battlelog. These scores should be changing in the (hopefully) near future!

Don’t forget to follow us on Twitter and Facebook!

General:
MP412 REX

Co-op Score: 63000

Developed for export in Russia (REX stands for Revolver for Export), the MP443 is a compact .357 Magnum handgun with an interesting tilt open and auto extraction design. While not as powerful as the .44 Magnum, the .357 Magnum round from the MP412 offers excellent stopping power and the compact package offers a slightly higher rate of accurate fire.

 

MP7

Co-op Score: 189000

Another contender for the newly developing PDW market the MP7 is currently in service with the German Bundeswehr and the Norwegian Armed Forces. The MP7A1 includes an improved stock, additional safeties, and added rails for mounting lights, lasers, and sights. The weapon is also capable of being suppressed, giving it excellent close combat stealth performance.

 

93R

Co-op Score: 315000

A modified version of the M9 pistol, the 93R is able to fire in 3 Round Bursts. The 93R is equipped with a forward folding fore grip and an extended barrel which is ported to reduce recoil. Trained shooters are able to fire busts in rapid succession, and the pistol is typically seen in service only with elite special purpose units.

 

Assault:
KH2002

Co-op Score: 126000

This Iranian developed Assault Rifle is essentially a bullpup conversion of the M16. The KH2002 is intended to replace the G3 in service with the Iranian armed forces, though there is speculation that it may be years before the rifle is ready for full deployment. The KH2002’s short length lends itself well to close combat, but prevents it from mounting any underslung weapons.

 

G3A3

Co-op Score: 441000

The G3 rifle is one of the most widely fielded Assault Rifles in the world. Multiple versions of the G3 exist, and it has been used in countries around the world, including Sweden where it was known as the AK4. This particular G3 is the A3 variant, with a fixed stock. The long barrel and firing heavy 7.62x51mm NATO round enable the G3A3 to reach out at longer ranges than most other Assault Rifles, but at the cost of heavy recoil.

Engineer:
SG553

Co-op Score: 378000

A Carbine variant of the Swiss Army’s standard SG550 rifle, the SG553 improves over its predecessor the well-known SG552 by including integrated rails for mounting accessories. A Carbine with excellent ergonomics, the SG553 is capable of Automatic, 3 Round Burst, and Semi-Automatic fire and is an excellent close range weapon.

 

Recon:
M39 EMR

Co-op Score: 252000

The M39 Enhanced Marksman Rifle (EMR) is a highly modernized M14 designed to be utilized by USMC designated marksmen. Issued with match-grade 7.62mm NATO long range ammunition the M39 is significantly lighter and more accurate than the original M14. The M39 is limited to Semi-Automatic fire, but supports a number of accessories including a standard Rifle Scope (8x).

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Features

The Life, Death and Rebirth of Competitive Halo

Halo, one of the most popular and best-selling game franchises, has long had a respectable standing in the competitive gaming world. With balanced gameplay, consistent game mechanics, fluid controls and fast paced killing frenzies, it quickly became one of the most prominently featured titles in one of the largest competitive circuits: Major League Gaming. However, with the release of 2010’s Halo: Reach, which included very controversial game mechanics like reticle bloom and armor abilities, the legitimacy of the game’s status as MLG’s primary first-person shooter came into question. With 343 Industries, the exclusively Halo game company, hope remains with the title update that goes into full effect in November.

The game developer behind Halo, Bungie, has long been a developer known to heavily support its community, even going so far as to implement a theatre mode to cater to those who created Machinima (machine cinema; movies created using a game engine). Also, after much outcry from the community, they made adjustments to Halo 3 regarding how the game treated simultaneous melee attacks.

Halo: Reach represented a break away from the standard formula of Halo. Armor abilities (which behave similarly to perks from Call of Duty, in that you have a selection of loadouts that give you some kind of special ability such as sprint, or having the ability to deploy a hologram) and reticle bloom are the most prominent examples. So what is reticle bloom? To put it simply, it is the visual representation of the loss of accuracy as you shoot your weapon faster. At zero reticle bloom, your shot will always go wherever the reticle is pointed. As you shoot, the reticle expands, making your shots less and less precise. Now, this is no new mechanic in the gaming industry. Look at just about any other shooter and you can clearly note that rounds you fire get less accurate as you shoot.

How does this kill competitive Halo?

One of Halo’s defining factors is consistency. By adding that bit of randomness to a normally consistent game mechanic, it changed the way 1v1 duels played out. Instead of being solely reliant on player skill and accuracy, it gave a chance for the inferior skilled player to win a firefight simply based on chance. This 28-page thread in the Major League Gaming forum has a vast amount of logical and substantial arguments against the legitimacy of bloom, which explains it way better than I ever could.

Because Bungie split with Microsoft and handed over the helm of the Halo franchise to 343 industries. Bungie left all the responsibilities of updating the game to 343i. However, they also left their knack for listening to the community. Within a few months, 343 industries announced plans to release a title update that allowed them to adjust the amount of bloom caused by firing a shot. All the updates being implemented can be found here.

Because of this key change, 343i can make it so bloom is set to zero, thus making every shot you fire go exactly where you aim. This effectively eliminates the chance factor of a gunfight and puts the focus back on individual accuracy and skill. It is with this update that the focus returns back to the player, rather than the randomness of the gun. This is exactly what the competitive community has been asking for.

For more Halo coverage, follow us on Twitter and Facebook!

MP1st Staff

Home > News

Modern Warfare 3 Callsigns Display Prestige Ranks from Prior CoD Titles

The “callsign” became a very popular idea when it was introduced into the Call of Duty series with Modern Warfare 2. It was Infinity Ward’s way of making the player “famous” since it allowed users to show off titles and emblems they’ve earned through achieving specific and sometimes challenging tasks. Black Ops took things a step further (or perhaps a step into darker places) by adding an emblem editor as well as different backgrounds to their “player cards.”

Modern Warfare 3 will be bringing back the same callsign concept from MW2 but with one small, but important edition; prior prestige ranks. Now, callsigns will show off ranks you’ve earned in previous Call of Duty titles, starting from Call of Duty 4, according to the picture below, provided by AnthAttack. This obviously has some connection with Call of Duty Elite, which also rewards you with prestige tokens for prestiging in past CoD titles. You can read more about prestige tokens here.

On the bottom right, you can notice prestige ranks from Cod 4 up to MW3.

For more Modern Warfare 3 info, make sure to stay tuned to MP1st on either Twitter or Facebook!

Also, check out the full list of game modes in Modern Warfare 3!

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Features

The Complete List of Game Modes in Modern Warfare 3 (Normal and Advanced)

Here’s the complete list of every game mode in public matchmaking.

There are two types of public playlists in Modern Warfare 3, normal and advanced. Under normal, you can find the usual Call of Duty gamemodes with the inclusion of two new ones. “Kill Confirmed” and “Team Defender” are the brand new modes to the series. The new modes are explained thoroughly in this video. Advanced Playlist includes Hardcore varations of some game types along with Mosh Pit, Team Tactical, and Barebones.

Normal Playlist

  • Team Deathmatch
  • Kill Confirmed
  • Mercenary
  • Free-For-All
  • Domination
  • Team Defender
  • Demolition
  • Sabotage
  • Headquarters Pro
  • Search and Destroy
  • Capture the Flag

Advanced Playlist

  • Team Tactical
  • Mosh Pit
  • Hardcore Team Deathmatch
  • Hardcore Kill Confirmed
  • Hardcore Search and Destroy
  • Hardcore Domination
  • Hardcore Team Tactical
  • Barebones

Which gamemode are you going to pick for your first match in Modern Warfare 3? Let us know in the comment section, on Twitter and on Facebook!

Fahed Jaradat

Senior Editor and Co-Founder. Multiplayer runs in my blood. Don't believe me? Ask for a sample! Subscriber

Home > News

Tribes Ascend Closed Beta Starts Today

Remember Starsiege: Tribes? If not, you may not be an “Old” gamer like me. (Hey, don’t call me grandpa yet, I’m only 30.) Well, Tribes was a game that came out in the late 90’s that featured futuristic battles of capture the flag. You could choose a class and duke it out with laser rifles and guns that fired exploding discs among other things.

The closed beta for Tribes: Ascend is starting today and you can gain access by pre-ordering. By pre-ordering, you gain access to the closed beta as well as the game. You will also get 3,000 gold (which is used to purchase items in-game), a 30-day booster (which adds temporary stat boosts) and lifetime VIP status (priority login, access to exclusive servers, and will earn Tokens and Experience faster inside the game, allowing them to unlock items faster).

Tribes: Ascend is the latest addition to the series being developed by Hi-Rez studios that will be a free to play multiplayer only FPS due out some time in 2012. Following the trend of other free to play games, Tribes: Ascend will feature a free to play system that includes purchasing upgrades for your soldier with real money, similar to League of Legends. While there is not much info on the game yet, I believe you can also gain in-game currency that will allow you to purchase the items that you could with real money. Just like you can in League of Legends.

Players will start the game with one “loadout” which is your class within the game. The starting class is the medium armored “Soldier” which comes with several weapons; The Spinfusor, Engergy Pistol, Grenade and Energy Pack. You can purchase additional classes or earn them through playing the game, which will take a while longer I assume. Players receive credits after doing certain gameplay tasks such as killing an enemy or capturing a flag, which are then used to buy vehicles, turrets and other base assets. You can also purchase “Boosters” to allow you to gain credits faster.

With vehicles, futuristic weapons, aerial combat in the form of jetpacks and “Ski jumping”, RPG elements like upgrading your classes with different perks and skills, this may be another game to keep an eye on. Especially if you are an “old school” gamer like myself and remember the good times with the original Tribes games.

You can keep an eye on Tribes: Ascend by visiting their official site here.

Also, make sure to follow MP1st on Twitter and Facebook for more multiplayer coverage of your favorite games!

 

 

Joe Small

I've been playing video games since I was probably 4 or 5 years old. I've played everything from Atari to PC and just about everything in between. I play just about every type of game except sports games, but my favorite type of game is definitely FPS. I love being able to hop right in to a match and get some kills. I mainly play on the 360 and a little less on PC and PS3 but will play exclusives when they come out for each system. And I will probably smoke you at Battlefield games. :P Subscriber

Home > News

Battlefield 3: Back to Karkand Gameplay Premiere Trailer

DICE has released the debut trailer of  Back to Karkand expansion pack. Click here to check the 10 new weapons.

Details from DICE:
This December, go back to the four most loved maps from Battlefield 2, boldly reimagined with enhanced destruction in the Frostbite 2 engine. In this trailer, witness the very first ingame shots from Strike at Karkand, Sharqi Peninsula, Gulf of Oman, and Wake Island, from the upcoming expansion pack Battlefield 3: Back to Karkand. This expansion pack also features new weapons, vehicles, persistence, and the return of the classic Conquest Assault. Battlefield 3: Back to Karkand is out December 2011 at no extra charge with your pre-order, or available the same date at $14.99/1200 Microsoft Points.

Reminder: PS3 players will get a 1 week head start over PC and 360.

[youtube id=”TyN_Zjw4l-s” width=”600″ height=”350″]

Fahed Jaradat

Senior Editor and Co-Founder. Multiplayer runs in my blood. Don't believe me? Ask for a sample! Subscriber

Home > News

BF3 – Physical Warfare Pack Available to All, plus How to Deal with Cheaters and View Server Status

We have some exciting new updates for you guys, as well as future fixes for Battlefield 3 that you can look forward to.

The first bit of great news is that the Physical Warfare Pack, available as an exclusive pre-order bonus to GameStop, will soon be available to all players. DICE stated that “All of our players will be happy to know that Physical Warfare Pack will be available to everyone in the future!” Exactly when has yet to be revealed. This pack includes weapons like the Type 88 LMG and the DAO-12 Shotgun, as well attachments like the SKS Sniper Rifle flash suppressor, and DAO-12 flechette ammunition.

With the EA servers constantly shutting down for short periods of time lately, EA has provided us with a server status webpage where we can visit in order to find out the current status of servers on all three platforms. This page is currently in Beta, so expect a few minor changes here and there in the future.

In case you’ve missed it, DICE has also released a server-side patch recently that should hopefully have fixed many connectivity and lag issues that players have been experiencing. It also should provide fixes for the rather unorganized spawn system found in TDM and SQTDM. You can find the patch notes here! Speaking of improvements, Karl-Magnus Troedsson reveals seven ways Battlefield 3 is improving on the Battlefield Dev Blog. These include:

  • Quick Match Functionality
  • Joining Squads and Staying There
  • Hardcore Server Availability
  • Lag and Rubber Banding
  • Default Region Setting In Server Browser
  • Game Stability
  • Origin Installation and Authentication Issues

As for dealing with cheaters in the Battlefield 3 online multiplayer, DICE has stated that they would like you to visit the Origin Help Center if you feel the need to report someone. Of course, any issues you run into should also be reported on the Battlelog or through any other feedback channels like Twitter or Reddit.

With many issues slowly being fixed, one major concern still plagues the Battlefield: squad connectivity. Many players are still experiencing difficulties joining a game with a squad and staying in one. DICE assures us that “we know that team play is at the heart of Battlefield 3. As such we are working to resolve concerns about the squads.” We can most likely expect updates in the near future via a patch, which should also include:

Changes to the SCAR-H

Adjustments to Pistols, Jests and UMP-45

Fixes for aiming and PP-2000

To stay informed about updates to Battlefield 3, make sure to follow us on Twitter and Facebook! Missed our Battlefield 3 multiplayer review? You can check it out here!

David Veselka

Musician, Gamer, Geek. Subscriber

Home > News

MechWarrior Online Announced as a Free to Play MMO

Infinite Game Publishing and Piranha Games have announced that MechWarrior Online will be coming to PC’s in late 2012. MechWarrior online will be a free to play online MMO that features highly customizable giant mechs with many of the classic Mechs and weaponry. Players will join one of five Mech houses and battle for wealth, notoriety and territorial control. Players will also be able to customize the weaponry, upgrades and appearance of their mechs allowing you to create a customized Battlemech to suit your playstyle. You will even be able to customize the interiors of the Mechs and view the inside from the cockpit while in game!

It seems improvements have been made to the series as well as new additions to make this franchise even greater. Hopefully the team working on this one can bring the game back to some of its roots and make the awesome game MechWarrior fans have been waiting for. Too bad late 2012 is a year away!

To learn more about the game and hear about any upcoming beta news, vist the official MechWarrior Online site.

Also, make sure to follow MP1st on Twitter and Facebook for more multiplayer coverage of your favorite games!

Joe Small

I've been playing video games since I was probably 4 or 5 years old. I've played everything from Atari to PC and just about everything in between. I play just about every type of game except sports games, but my favorite type of game is definitely FPS. I love being able to hop right in to a match and get some kills. I mainly play on the 360 and a little less on PC and PS3 but will play exclusives when they come out for each system. And I will probably smoke you at Battlefield games. :P Subscriber

Home > News

Call of Duty to Have 3 Year Dev Cycle? No BF3 Influence on MW3, and More – Sledgehammer Games

Sledgehammer Games talks about the development cycle of Call of Duty going forward, the lack of Battlefield 3 Influence on Modern Warfare 3, among other things.

Next Gen CoD

In an interview with Metro, the Co-founder of Sledgehammer Games, Glen Schofield, has revealed that Activisoin might implement a 3 year development cycle where Sledgehammer Games, Treyarch, and Infinty Ward would take turns developing the franchise. If this were to happen, with the time left in this generation of consoles, it brings up the question whether Sledgehammer will have their first solo stab at the Call of Duty franchise when the next generation consoles, PS4 and Xbox 720, are released. Glen explained “probably, yeah [it could be on the next gen consoles]. I’d bet on us to make a good Call Of Duty.”

The Lack of BF3’s Influence

A few months ago, we reported on the fact that Modern Warfare 3 Didn’t Copy Battlefield 3, which was one of our most commented articles. Glen explained to CVG “my [Modern Warfare 3’s] competition is Modern Warfare 2. It always has been and if you think back two years ago when we were starting on the project I didn’t know anything about Battlefield. I started hearing stuff about it maybe five or six months ago, news coming out. I never got a chance to play it until we got the beta a little while ago.” He went on to say “as far as a competitor goes, by the time we saw anything of it, the window to make changes was closed.” Glen further explained on Twitter, “yes I think they [MW3 and BF3] are different games, which is good for gamers.” Which is a view we mirror at MP1st.

In Other News

According to Glen, “all the weapon sounds and their 3D models” in MW3 have been changed since the early reveal trailers. He also reassured that the PS3 and Xbox 360 versions should be on par in terms of frame rate and other performance measures. On the PC front, Michael Condrey confirmed that the server files are indeed “stand-alone”, Steam is required to be running for the dedicated servers to work, and one dedicated box can run multiple servers.

Make sure to follow MP1st on Twitter and Facebook to keep up to date on everything MW3 related. For now, you can check out some of our latest MW3 articles!

Modern Warfare 3 – New Modes & Match Customization Behind the Scenes Video

MW3 – More MP Hot-Fixes Similar to Black Ops, Strike Packages, and Prestige Details

Fahed Jaradat

Senior Editor and Co-Founder. Multiplayer runs in my blood. Don't believe me? Ask for a sample! Subscriber

Home > News

Battlefield 3 TDM Spawn Points Fixed, UMP-45 and SCAR-H Patch Details

Server fixes on the console versions of Battlefield 3 have just been announced by DICE.

At 09:00 CET, 08:00 GMT and midnight pacific time, DICE will be rolling out a server patch for the Ps3 and 360 which will look into these issues:

  • Fix for rubber banding
  • TDM/SQDM spawn point fix
  • Crash fixes in end of round
  • Fix for connection problem when joining password protected servers

These fixes are already live on the PC version of Battlefield 3. Again, this is a server side update so no download will be required. While fixing the major issue of lag is a huge plus, I’m really happy to see that they are looking into the spawn points in TDM/SQTDM. This was one of the only issues that stopped Battlefield 3 from receiving our reward for best in class TDM.

We have not yet heard any word of a release date for an actual patch but we do know DICE has one in the works. You can view our earlier reports and potential patch notes here:

Battlefield 3 Patch Details: Jets, Pistols, and UMP will be Adjusted

New Battlefield 3 Patch Details – Changes to Aiming, PP-2000

BF3 – SCAR to be Nerfed, Interim Solutions for Rubber-Banding, Hardcore Servers Added

Alan Kertz has also revealed some new information regarding the upcoming patch and things that DICE is looking into. Buffing the UMP-45 was talking about quite a while ago now, and some fans have been asking if changes have already taken place. “I believe it will come in a future update,” Kertz Mentioned. Other Battlefield fans have expressed concern about plans to nerf the SCAR-H. One fan asked, “if you’re nerfing the SCAR-H based on usage stats then I think those might be a bit misleading given how early an unlock it is.” Kertz responded, saying that it’s “not based on stats, just based on the role it plays. It’s statistically superior at close and long range, should only be long range.”

How do you feel about the UMP-45 and the SCAR-H? What changes would you like to see? Let us know in the comment section below and don’t forget to follow us on Twitter and Facebook to stay up-to-date!

David Veselka

Musician, Gamer, Geek. Subscriber

Home > News

Team Deathmatch: Which Game Does it Best?

Multiplayer gamers have a plethora of game modes and types to choose from when it comes to online shooters; Call of Duty’s Search and Destroy, Battlefield’s Conquest, and Halo’s Headhunter are just a small sampling of the myriad choices. While the new, unique, and esoteric gametypes help keep a game fresh and a community dedicated, shooter fans will probably never let go of the original and (arguably) most popular gametype: Team Deathmatch. While objective gametypes often charge players with completing some sort of flag- or bomb-related task, Team Deathmatch keeps it simple: kill the other team. More than they kill yours.

Countless titles have incorporated Team Deathmatch into their online component, and it has become requisite in most popular shooters. With a slew of shooter series now vying for the biggest piece of the online game pie, we gamers have the chance to compare and evaluate each title and its Team Deathmatch component. Which modern franchise pulls off the best Team Deathmatch experience?

Halo

The Halo series has been hosting Team Deathmatch (dubbed “Team Slayer”) matches for ten years now; while the goal of the game is the same as it was in the previous decade, Halo’s superb map design and weapon placement placed an emphasis on teamwork and map control. Power weapons and vehicles could make or break a match, and it was imperative that a team was working together. Now, that’s not to say that a lone wolf couldn’t turn the tide of battle, but even a lone wolf will have trouble facing a team wielding a rocket launcher and a Warthog. Two teams of 4 compete in an attempt to reach the 50-kill limit first; Halo 2 introduced Big Team Battles, which require the teams of 8 to reach 100 kills. Halo offers an incredibly balanced Team Deathmatch scene, and it’s hard to find fault in its mechanics. That being said, power weapons can affect the balance at times, especially on the asymmetrical maps.

Call of Duty

Call of Duty offers a glut of gametypes, and Team Deathmatch is one of the most popular. While its mechanics are similar to Halo’s, the core Call of Duty game elements turn it into a different beast altogether. Killstreaks, perks, and loadouts create a dynamic battlefield, and one map may never be played the same twice. While there are natural chokepoints, there are no power weapons or pickups, so teams won’t be instinctively battling over a specific location or weapon. Killstreaks reward two types of players: the really good ones, and the ones patient enough to wait for the prime killing time instead of running around aimlessly. Killstreaks are what differentiate CoD’s Team Deathmatch from pretty much every other iteration out there. Yes, they can be seemingly cheap and unbalanced at times, but it creates a unique playing field that is incomparable to its competition.

Be sure to check out our latest Call of Duty coverage.

Battlefield

Battlefield 3 is the first installment in the long-running franchise that offers Team Deathmatch, and while the series is new to the gametype, it is a more than serviceable offering. For a game known for its huge battlefields and in-depth vehicle support, its Team Deathmatch mode is surprisingly bare-bones. That’s a good thing. With no vehicle support, and no map-specific weapon pickups, the game is all about a team and its guns; no killstreaks, armor boosts, or invisibility boxes are to be found. The maps are the same as the Conquest and Rush maps, but feature barriers so that the playing field is small and personal; you won’t have to walk too far to find a kill (or death). The real flaw of Battefield’s Team Deathmatch experience is the spawning; with such small maps, and such quick respawn timers, it’s common to spawn right behind an enemy, and get insta-killed, or to have an enemy spawn directly in front of you, giving you a cheap kill and them a cheap death. Hopefully in future DLC and installments this flaw will be remedied.

Be sure to check out our latest Battlefield coverage.

Gears of War

Gears of War is also relatively new to the Team Deathmatch scene; while past installments have featured “kill or be killed” scenarios, the third game is the first to include a standard Team Deathmatch mode. It’s standard in most respects, but still takes a creative approach to scoring. Instead of a team winning by reaching a certain amount of kills, a team wins by draining the respawns of the opposition. This creates a normal Team Deathmatch scenario for the first half of the game, but once a team has less than 5 respawns left, the tactics change. Then a team has to hunker down and play even more cautiously; there will be no backup or reinforcements if the team incurs another death. Akin to Halo, Gears of War features map-specific power weapons that are fought over. A team brandishing the One Shot or the Mulcher can make quick work of its foes. While this would seem to imbalance the gameplay, the emphasis on cover and the tight-knit maps help players avoid many of the enemies’ powerful super weapons.

Be sure to check out our latest Gears of War coverage.

Which is the best? Well, it’s hard to say (apologies for the cop-out). Much of it comes down to personal preference. It’s hard to directly compare, say, CoD’s Team Deathmatch, with its killstreaks and loadouts, to Battlefield’s stripped-down version.

That being said, the Halo series offers the most balanced, fair, and competitive Team Deathmatch experience (so, I guess it’s not hard to say). That’s my verdict, and I’m stickin’ to it.

Let me know in the comments why my pick is right/wrong/terrible, and let me know which of your favorite games offers the best TDM.

Don’t forget to follow MP1st on Twitter and Facebook for the latest in the MP world.

Graham

I teach, and I game. That is all. Subscriber

Home > News

Modern Warfare 3 – New Modes & Match Customization Behind the Scenes Video

Activision has just released a new Modern Warfare 3 behind the scenes video showcasing “Kill Confirmed and Team Defender, two of the all-new multiplayer modes in Modern Warfare 3. Learn how MW3 takes multiplayer customization to a whole new level: Private matches have been significantly enhanced to allow players to create new, fully customizable game modes and share those newly created game modes with friends and the community.”

[youtube id=”jRA0cjr02OA” width=”600″ height=”350″]

Fahed Jaradat

Senior Editor and Co-Founder. Multiplayer runs in my blood. Don't believe me? Ask for a sample! Subscriber

Home > News

MW3 – More MP Hot-Fixes Similar to Black Ops, Strike Packages, and Prestige Details

We’re only one week away from the intense, action-packed and ever addicting multiplayer of Modern Warfare 3. Robert Bowling has revealed some new information on post launch support, prestige options, and strike packages.

Treyarch, the minds behind Black Ops, were looked highly upon due to their unmistakeable post launch support. This is not in terms of paid DLC, but patches and fixes. Black Ops went on to become one of the more balanced and polished entries in to the series, though it may have had a bumpy launch. It now seems that Infinity Ward/Sledgehammer Games’ Modern Warfare 3 will be taking a cue from last year’s iteration. One fan asked Bowling how Treyarch was able to update their game so often, while fans had to wait for patches in Modern Warfare 2. Bowling answered, “because Black Ops was the first game to introduce more hot-fixes. Something we’ve optimized even more in MW3 to do the same.” This should come as good news to many. No longer will we have to wait for patches for changes to take place. This should make for a much smoother launch for MW3.

Bowling also had more to say about Prestige. Some fans have been asking if they will still be able to unlock tokens for Prestige-ing in past CoD games even after the release of and after playing MW3. According to Bowling, “there is no cut off, you can go back and earn it at any time and unlock it in MW3.” He also added that gear in the “Prestige Shop” is “permanently unlocked for all future prestiges.” Speaking of the Prestige Shop, Bowling mentioned that “it’s accessible anytime as long as you have Prestige Tokens to use in it. So if you have 4 tokens on day 1, you can use them.”

Some more details on perks: You may have noticed the nifty new controllable UAV in MW3 that players can fly to manually spot enemies. Some fans have been asking if the UAV or the Advanced UAV would be able to spot players running the Assassin perk, which hides players from the radar. Bowling replied, “no. The only way to have Assassin users show up on Radar is to tag them with Recon or Recon Pro.” Speaking of Recon, a new feature was announced earlier that players using using the Marksman proficiency will be able to “tag” enemies on the radar just by looking at them through a rifle scope. Fans have been asking if this is automatic or if enemies need to be tagged manually. Robert answered, “No, Marksman works automatically, so now an enemy’s name will appear above them at a longer distance than normal.”

It has already been revealed that the killstreak rewards in MW3, now called point streak rewards, are split up into 3 different strike packages; Assault, Support and Specialist. One reward found in the Assault strike package that has caught the attention of many CoD fans is the ability to suit up as a juggernaut. As funs as it looks, it also has gamers worried that it could be extremely over-powered. However, Bowling explained in a recent G4 video that though the juggernaut reward is super powerful, it does not regenerate health, cannot run or jump, and cannot go prone. Though, it does have the Scavenger perk built in with it’s LMG; meaning, it can pick up any ammunition as the player walks over it.

Are you looking forward to suit up as either a support or assault juggernaut? What other perks or strike packages are you looking forward to? Let us know in the comment section below and follow us on Twitter and Facebook!

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Features

MP1st Interview: Autumn Games on Publishing, Farmville, and Motorized Barstools

In our continuing coverage of independent multiplayer games, we had the honor of interviewing Autumn Games. Developer interviews are always insightful and filled with bits of knowledge to be gleaned about the game-developing world, but it’s not every day you get the chance to listen to a publisher’s tale. Autumn Games publishes downloadable and independent games, and gracing MP1st with his time was Alex Collmer, CEO of Autumn Games.

MP1st: Your goal is empowering the rise of the indie developer. That’s an impressive task; what are the unique challenges of publishing independently developed video games?

We built Autumn with the assumption that publishing in the digital era is a different task, and thus requires a different type of company.    More importantly, it requires a different kind of relationship with development studios.   We don’t believe in buying people.   We think that the franchises of tomorrow will be created by passionate teams who are working for themselves – with their names on the door, their brand on the games, and their vision leading the game.   That model requires trust and a strong working relationship with the development teams, and it won’t work in every case.

MP1st: What advantages does your publishing team have over larger conglomerate publishers, or corporate-backed game companies? What are some of the challenges of your position?

We’re an extremely lean company, and that benefits us in multiple ways.   We can move much more quickly than big companies, as we don’t have complicated green-light processes that have grown cumbersome over decades.   Second, because we’re a true digital publisher, we have far less overhead that needs to be recouped from royalties that should, instead, be going to developers.   This allows us to work much more transparently with developers, and transparency is always a good thing in any long-term relationship.   The flip side is that we don’t have a conglomerate to plug into for marketing integration, but we’ve always found that synergy is better on paper than it is in practice, and marketing flexibility allows us to do the best things for each property, as opposed to following a formula.

MP1st: How do you decide on what games to promote and publish? Do you search for quality material, or are there legions of indie developers knocking on your door?

To be honest, it really starts with the people.   Our model is based on empowering top teams to do cool stuff.   If there isn’t mutual trust as the foundation, it’s not going to work.   Once the relationship is in place, then we look at the initial property.    We’re really only focused on games that we think have the potential to be true franchises that can be extended across multiple connected digital devices.   We built a hyper-lean publishing model so that we can afford to take risks that other companies cannot.   With this, we’re looking for properties that are unique in some fundamental way, and through this, have a chance to be truly impactful on a broad scale, even if they might not look exactly like a previously successful game, which seems to be a pre-requisite for some other green light processes.   “Rinse and repeat” games work for a lot of publishers–traditional, and these days, especially social—but they don’t work for us.

MP1st: Does your team focus on smaller downloadable titles, or do you expand into the retail market as well?

We have a very flexible publishing model.   We’ve very purposefully stayed away from tying ourselves to any one platform – or to just digital games.   Physical retail is still a big channel, and for certain games, it makes a lot of sense.    Our recent racing franchise, Jimmie Johnson’s Anything with an Engine is a perfect example.   We felt that this game really belonged in physical retail today, even though it’s destined for a primarily digital life – so it’s launching on November 1st on all consoles in all major retail locations.   This is one of the benefits of being a platform agnostic publisher; we can do what’s best for the long-term health of each individual franchise on a case-by-case basis.

Autumn Games and driving legend Jimmie Johnson have teamed up to produce "Anything With an Engine," an unconventional racing game releasing this month for all home consoles.

MP1st: What is your relationship with Reverge Labs? How did your partnership over Skullgirls come to fruition?

We love the Reverge team.    They came to us with Skullgirls as a playable demo and it was clear to us instantly that this game, and this team, was special.    They have so much passion for the property, and it’s that passion that has led to such a beautiful game.    We can’t wait for gamers to be able to get their hands on Skullgirls so that other people can experience what we’ve been seeing since the day we met them.   We think the Skullgirls franchise has a long life as a game, and beyond.

MP1st: Are there any genres or styles of games that Autumn tends to shy away from?

I don’t see us making a Farmville knock-off anytime soon…

MP1st: What do you anticipate in the coming decades in terms of game design, development, and publishing? What trends will become irrelevant or unnecessary, and what new benchmarks will be set?

I think we’ll see the further rise of the independent developer.    In some ways, we believe that the games business today still looks like the film world did in the early ‘40’s, with talent “owned” and working 9-5 for a few vertically integrated studios.   The film world today is quite different than it was back then – Spielberg has Dreamworks, Ron Howard has Imagine, there’s Bruckheimer Films, Pixar, etc.   We expect more great development studios to become household names in the years ahead, and we’ve designed Autumn to help make that a reality.   That said, as much as we see the rise of the independent developer, we also believe that publishers will still have a role, as teams that want to make high-quality games will still need development and marketing capital, they will still need marketing help through traditional, promotional and social channels, and they often need help extending IP both geographically, and into other media.    I think the pricing lessons of social games are here to stay, and will extend outside of “social games”.   Conversely, I don’t think the quality lessons of social are here to stay, as quality will matter, and in the end, games that leave an emotional mark will be the ones that create franchise value.

MP1st: While you focus on supporting indie developers, you still have a number of licensed games in production. Is obtaining a license for game development (such as your Def Jam- and NASCAR-related projects)?

We don’t necessarily view those as licensed games in the traditional sense.   Rather, we would argue that those two properties were original IP’s, created in partnership with a brand.    It’s different than making a stick-to-the-script movie game.   For example, in real life, Jimmie Johnson doesn’t drive around Charlotte on a barstool!

MP1st: Are there any tips you could give aspiring game developers and small independent studios?

From our perspective, I would just say to think about where the world’s going to be when your game is ready, rather than where it is today.   Things move so fast now that emulating something that’s popular today is often not a great recipe for the creation of standout franchises.  Ultimately, we believe that the games business is still just scratching the surface of what it can be.   With each new connected device, more and more innovative ways of telling stories are made possible.   Great artists and game designers shouldn’t shy away from that unknown, and definitely shouldn’t be afraid of trying something new just because it hasn’t been done before.

Stay tuned to MP1st for more coverage of multiplayer games, both dependent and independent. Missed some earlier interviews? Check these out:

MP1st Interview: Gigatross Games Dish on Indie Development, Grand Class Melee

MP1st Interview: Blue Isle Studios Preps RTS Subsistence

Graham

I teach, and I game. That is all. Subscriber

Home > News

BF3 – SCAR to be Nerfed, Interim Solutions for Rubber-Banding, Hardcore Servers Added, and More

We’ve recently seen details of an incoming server update that DICE currently has in the works, but there are still many other issues at hand with Battlefield 3 that need to be ironed out.

We’ve compiled a few things that DICE is currently looking into and that you can expect updates for in the near future here, but you can check also out some earlier details we’ve gathered of things that will be making it into a future patch. These include updates from jets and pistols to aiming and other PDWs.

Many fans have been wondering where all the hardcore servers are! Though DICE has stated that “new BF3 hardcore servers [were] added,” they also mentioned that they are “listening and will keep you updated as [they] bring more online.” They’ve “heard that you want even more!”

Sadly, there is always a presence of cheaters when it comes to online gaming. Rest assured, DICE is looking into the situation. They had this to say. “Online play is the core of Battlefield 3 and cheating will not be tolerated. We are working to remove cheaters and their cheats.” They continued, “please rest assured that we have a dedicated team actively seeking out those users.” Daniel Matros added, “Don’t worry. Might not get them now or in a few days but cheaters and statspadders will have their accounts deleted or stats reset.”

Alan Kertz has also added that “there are some general air balance tweaks planned.” When asked if weapons like the SCAR will get nerfed as well, he replied, “7.62mm rifles will lose a bit of power up close, yes.” Fredrik Thylander mentioned that they are aware of and looking into things like lag issues on Tehran Highway and the issue of not receiving any points when repairing a vehicles from the inside. In a recent FAQ, it was also stated that,

“the DICE team is working around the clock to improve the lag and rubber-banding some users are encountering. To help mitigate it in the interim, please connect to servers near you by setting your filter to sort by “ping” and selecting the lowest-pinging server. Also, for pc users, please make sure that you don’t have any programs running in the background that requires internet connection or is streaming data.”

For now, there are some other problems that may have potential fixes that DICE would like you to know about. They have stated that “if you’re having an issue with the Physical Warfare Pack please visit EA’s Help Center and select Talk to a Game Advisor.” If you’re having trouble logging into the Battlelog, DICE suggests that “sometimes if you go play multiplayer for awhile and then come back it will log in.” For those having troubles on Origin, “if you are receiving an error stating you need to reinstall, please try right-clicking the title, and selecting repair.”

Hope some of this helps and that it gives you hope that these issues will be looked into! How badly has lag been affecting you, what do you think about the SCAR being nerfed, and are you happy to see more HC servers? Let us know down below!

To stay updated, make sure to follow us on Twitter and Facebook!

In case you missed it, check the latest patch details: Changes to Aiming, PP-2000, and Much More.

David Veselka

Musician, Gamer, Geek. Subscriber

Home > News

Battlefield 3 Server Update Details

A server update for Battlefield 3 is being rolled out shortly that should provide some fixes to the number of issues being reported by the community. According to our earlier report on server issues, it sounded like these problems should have already been fixed. Hopefully it will be smooth sailing from here on out. Since this is a server side update, user’s don’t need to download any patches or update their client. The fixes that DICE listed on the Battlelog can be found below:

  • Fix for crashes usually occurring during level switches. Server providers may see a little bit of memory leakage instead in this situation
  • Game servers should no longer quit in some situations where the online backend servers are down. Server will reconnect to the backend once it’s up again
  • Fix for ghost servers which didn’t accept connections
  • Kick reasons should better match situations where they are issued. This will help battlelog provide more accurate information to the player
  • Connection fixes to avoid players sometimes being rejected while joining the game server on one of the last slots
  • Security updates
  • Improved server logging

We are still awaiting details of an upcoming patch that DICE have stated they are looking into. To keep updated, follow us on Twitter and Facebook!

Want to learn how to be a better pilot in Battlefield 3? Check out our latest multiplayer guide!

David Veselka

Musician, Gamer, Geek. Subscriber

Home > Features

The Greatest Multiplayer Game of 2002: Battlefield 1942

Last week, Fahed kicked off our epic 11-part countdown to the best multiplayer game of 2011 with Counter-Strike 1.1, winning 2001’s greatest MP game. This week, it’s my honor to follow it up with my favorite game of all time:

Battlefield 1942

[youtube id=”Sc7I5eF-yEg” width=”600″ height=”350″]

Every Battlefield fan knows this intro. From the initial chords (OK, intervals, cleverly referenced in BF3’s Thunder Run trailer) to the epic crescendos, players knew exactly what they were in for. To say this game was epic would be an understatement. 64-player battles, massive maps, and an endless assortment of land, sea, and air vehicles are things gamers drool over today, but a decade ago, were downright mind-blowing.

The concept was simple; Recreate miniaturized versions of historical battlefields, and give the player all the tools available to soldiers in that era. Tanks, planes, aircraft carriers, nothing was off-limits! Teams of up to 32 players could face-off in Team Deathmatch and AI Co-op, but by far the most popular game mode was Conquest. This game mode is highly objective based where teams would fight over control points all over the map. Teamwork and coordination were key.

Victory was determined by “tickets” representing reinforcements. Every team would start off with a set number of tickets, usually about a hundred. A player dies? Their team loses a ticket. A team fails to capture enough control points? They bleed tickets. When a team loses all their tickets, they lose the match.

Teamwork was enforced in a very clever, unintrusive way: Rock, Paper, Scissors. Player classes and vehicles all have specializations and vulnerabilities. Some excel at fighting infantry, others at fighting vehicles. Some classes push forward, and others provide support. Some vehicles are vulnerable to aircraft, while others are only useful against aircraft. No one class or vehicle can win a battle alone. The more the players fulfill their role, the better equipped their teams would be.

The result was a game that balanced teamwork, tactics, resource management, and individual skill, applying it on a scale nobody had ever seen before; it accomplished all of that without sacrificing an ounce of fun.

What set Battlefield apart was its variety and depth. I remember the first time I was introduced to it. I complained that video games always have plane models, but never let you fly… and then I got in. Oh, I was hooked! I must have wasted more hours in Battlefield than any other game, and all without the cheap allure of XP, unlocks, or accolades. Of all the games I’ve ever been addicted to, Battlefield 1942 was the only one I’d ever truly fallen in love with.

We didn’t play to watch our stats go up; we played because it was fun, and the variety just added to the replay value. You could support your team in any number of ways. there were those who spawned into the front lines, while others who would spend minutes driving towards the objective, planning their vector of attack. It gave Battlefield something few other multiplayer FPSs had: really good pacing. The tiered spawning mechanics is one of the many things that made Battlefield special.

Playing with friends was fantastic, but my guilty pleasure was staging 31v32 AI battles across my favorite map, Guadalcanal, while I flew above in my Corsair like a god!

Some of the most fun I’ve ever had was simply exploring maps like these. Sprinting through the trees, climbing up the rocky cliffs, and parachuting into otherwise inaccessible areas provided a nice change of pace.

Love it or hate it, an honorable mention should go to Wake Island: whose narrow arms made us PTFO for 200 years.

Although not as refined as Battlefield 2 and lacking the engine improvements of Bad Company, Battlefield 1942 easily cemented itself as one of the most beloved multiplayer games of all time. With its innovative gameplay, epic scope, and incredible depth, DICE set its sights high and went above and beyond.

TimeSplitters

TimeSplitters’ arcade mode offers several different game types where four players and up to ten bots can battle it out for a variety of objectives. It also included a map maker tool which allowed players to choose up to 21 pre-made tiles to build their own maps. TimeSplitters went on to reach the 6th highest scoring first-person shooter game released on the PlayStation 2. Keep and eye out for TimeSplitters 4 which is being developed by Crytek UK.

Tony Hawk’s Pro Skater 4

Tony Hawk’s Pro Skater 4 is playable online with up to three players on a dial-up connection or eight players on a broadband connection. Five modes are available, including trick attack, graffiti, combo mambo, king of the hill and slap. Most of the fun in this game was had in the split screen co-op with a buddy or two, just like in its previous iterations.

Agreed with our picks? Let us know in the comment section below! Don’t forget to follow us on Twitter and Facebook and stay tuned for next week’s greatest MP game of 2003!

Be sure to check out last week’s winner.

MP1st Staff