Ghost in the Shell: Stand Alone Complex - First Assault Online (Part 2)
First Impressions - Part 2
So, pretty sure I’ve got enough game time under my belt now to actually make a detailed report. I’ve unlocked three operatives, fully modded at least one of the guns to perfection, and have thus far pretty consistently hit the top three in my team most matches. Still a crapton to accomplish, of course, but I figure it’s time to get to it.
First, though, I should mention that as of this writing, First Assault is still in beta stage, so naturally not everything I say here is going to be applicable to the finished product. Instead a review, consider this more like a laundry list of what I feel they should keep doing and what things I would dearly like to see added/changed.
First, the good stuff. First Assault certainly doesn’t lack for exciting, fast-paced battles, with the emphasis on “fast-paced”. Everything in the game is geared to get players onto the field and blasting away as quickly as possible, and matches rarely go past five to ten minutes. While there are things to be said in favor of more protracted battles, FA is very well suited to folks who want to get to get in and get to it.
One of the things that helps speed things along is the almost complete lack of healing. I was, at first, ready to be quite unhappy about this omission, particularly since I tend to play healer characters in multiplayer stuff, but I have to admit that it’s kind of grown on me. I mentioned in my first impressions that I tend to stomp up and down like a wounded beast whenever I die a lot in games, but FA has already gone great strides towards getting me over it. Death in this game is going to happen. Frequently, and regardless of how well equipped and/or capable you are. So you pretty much have to get used to it or you simply aren’t going to be able to play. It certainly helps to remember that everyone else is constantly dying too, so it’s not like it’s just you. The trick is to make sure you take as many of the opposing team down too before you go, and the sting is further soothed by the fact that you’re generally back up and popping heads in less than five seconds anyway. Overall, the constant death helps contribute to the speed and excitement of the game rather than detracting from it.
Aside from the speed and fluidity of the gameplay, the fact that it’s Ghost in the Shell is absolutely a major selling point for me. I’m greatly enjoying seeing and hearing the great characters from the Stand Alone Complex series again, and the stages really do look like they could have come right out of the show.
This, unfortunately, is the swingpoint for the issues I have with the game in its current form. While the action and set dressings are definitely Ghost in the Shell, the game lacks the other part of the GitS formula, and that’s the story. There’s a short tutorial that plays upon initial game launch where Batou guides Major Kusanagi through the paces of testing out a newly upgraded body, and there’s the overarching theme that all the matches in the game are training simulations for members of Section 9, but past that there’s nothing. I do realize that it’s an online shooter and thus story is never going to be the primary focus, but I think games like Titanfall have shown that we can have fast-paced multiplayer gameplay and story at the same time. First Assault plays great, but it only feels like it’s half the game it should be without any deep philosophical discusions about politics, military strategy, or the human/cyborg condition. I’m hoping that the developers will eventually add on a “story mode” of some sort so I can get my full fix.
Another issue I have - though, fortunately, sone that I am certain they will be addressing as time goes on - is the dearth of content vis-à-vis game types in general. As it stands, there are only three modes: Team Deathmatch, Terminal Conquest, and Demolition.
Team Deathmatch is pretty standard. The teams get points for taking out members of the opposing team, the winner being the first one to reach a certain point total or whichever has the highest number of points when the timer runs out. It’s fun.
Terminal Conquest is a slight variation on the usual Capture the Point system. Teams battle for dominance of computer terminals strewn across the battlefield. The winner is the team that has captured all five terminals, has captured/recaptured five terminals overall, or has captured the highest number of terminals before the timer runs out. This is by far my favorite mode, and the one I feel I do best at. It’s also the only one in which players can call in tachikomas to help them out in battle, which is a feature that I would like to see further developed.
Demolition . . . ugh. Bleh. My least favorite of the three by far. Each team is assigned to either protect two points on the map or blow these points up. To win a round, they must either kill off all members of the opposing team or successfully set off/defuse the bomb. Teams switch between attack and defense every five rounds, and the first to win six rounds also wins the match. The problem with this mode, in my opinion, is that it loses a lot of the flow of the other two. If you die in a round, that’s it. All you can do is go into spectator mode and watch until the next round, something that can be particularly frustrating when you’re the first to die, usually because you happened to turn the wrong corner and walk into some bullets. The pace of the respawns, therefore, is way way down, but the pace of the deaths continues along at it’s regular 100 MPH clip. If, perhaps, the mode included heightened armor or maybe a way to retreat and patch your wounds, then it would be more fun to play, but as it is it all too often feels like the winner isn’t the team with the better strategy or faster shooting, it’s simply whichever team lucks into spotting their opponents first.
A lot of my other current complaints about the game at the moment really boil down to “I wish there was more.” More game modes, more grenade types, more story, etc. Past that . . . I like it. I really do like it and I intend to keep playing it. I dunno how often I may be putting up new posts about my experiences, but I’m sure I’ll come up with plenty more to say, especially whenever new content updates roll out.