Publisher: Sony Online Entertainment
Developer: Sony Online Entertainment
Category: Action
Release Dates
N Amer - 10/29/2003
Online - 10/29/2003
PlanetSide: Core Combat Review
Planetside has a new expansion called Core Combat. This add-on will set you back about 25 bucks but will give you a load of new features that will have any Planetside fan drooling over their keyboard. If the 3 new weapons and vehicles were not enough, the module upgrades and new maps of the core of the world can command importance of the upgrade. Your monthly fee does not change, but you still need to purchase the expansion. One nice thing is that you can still enjoy the original PS and play along with those who do have the CC expansion. The downside is that you will probably be at a huge disadvantage because you will not have use of the new technologies. Now that’s not too fair is it?
The idea is to search and find the Ancient Modules located deep underground in Core Complexes and use them to add muscle to a friendly facility on the surface. Once installed, and as long as an empire can keep them safe and charged, these ancient modules turn a battle to your advantage. The core area is huge. You can get around quite quickly with the use of zip lines. Think of them like moving sidewalks at the airport. They quickly zip you along for short distances to fixed points in many different directions. Sometimes you may have to go a bit beyond where you want to go, but zip lines are much faster than running. There are 6 modules you can pick up to add to your facilities.
EQUIPMENT
Allows the purchase and capacitor recharging of the Ancient-Tech weaponry:
Maelstrom, Spiker, and Radiator. Additionally, the MAX reacquire timer is
reduced significantly.
VEHICLE
Allows the purchase, repair, and capacitor recharging of the Ancient-Tech
vehicles: Router, Flail, and Switchblade. Additionally, the vehicle reacquire
timer is reduced significantly.
PAIN
This module powers pain fields in various areas of the facility that do damage
to enemies invading those areas. This includes the Barracks and other critical
areas of the facility.
HEALTH
Soldiers that spawn here do so with more maximum health than when they spawn at
other facilities. Additionally, friendly soldiers in the Sphere of Influence
slowly regenerate health over time.
SHIELD
This module powers a force field across the wall gate openings. This force field
stops all bullets, damage and enemy vehicles.
SPEED
Significantly reduces the respawn delay at this facility. Additionally, all
friendlies in the area get a foot-speed increase.
There are three new weapons, the Maelstrom, Radiator, and the Spiker.
The Maelstrom has two firing modes. The primary mode creates an energy "stream" that does damage to the intended target for each moment that it stays in contact. The secondary mode allows indirect "chain-energy" grenades to be fired. These grenades will "lash" targets in the area when they explode, and then "chain-lash" other nearby targets thereafter.
The Radiator lobs indirect projectiles that irradiate the impact zone briefly after impact. Thus, when soldiers enter an irradiated area, they begin to take damage immediately, only ceasing to be damaged once they leave the impact zone.
The Spiker builds small orbs that increase in intensity based on how long the person firing holds the trigger before releasing it. When the orbs meet their target and detonate, the power of the blast will be determined by how long the person firing lets the orb build up within the muzzle.
There are 3 new vehicles to spend your certification points on. They are the Flail, Switchblade, and the Router.
The Flail is a massive hover tank that cannot fire at all unless deployed. However, once deployed, its massive Dispersion Cannon that can fling devastating energy projectiles long distances with indirect fire. Because it can shoot farther than it can see (obstacles often intervene to prevent direct line of sight); soldiers can access a terminal on the back of the Flail to get a Laser Pointer. This item is equipped like a pistol and can be used to provide forward observation information to the Flail gunner. This helps point out targets for annihilation from a remote location.
The Switchblade has a forward-firing Scythe Cannon that fires "V"-shaped wedges of energy at a rapid speed. The vehicle can be deployed, however, in much the same manner as a Terran Republic MAX, vastly increasing the rate of fire of the Scythe cannon and allowing this light vehicle to pour forth-destructive power.
The Router is a ponderous vehicle can be deployed in the same manner as an AMS. Once deployed, a station becomes operational on the back allowing access to a deployable Telepad. A soldier can take the Telepad to a location (inside or outside), and deploy it to create a connection that exists between the Router and that Telepad, thus creating a point-to-point teleportation system. NOTE: This is not an IFF system. In other words, your enemies can use it also. Be wise in your placement.
With all the new features in CC it adds so many more dimensions to Planetside. With all these options, you can come up with countless strategies for offensive and defensive plans to insure victory for your empire.
The scoring details have not changed much as everything is basically the same as the original PS.
| Reviewer's Scoring Details |
Gameplay: 8.5
Overall smooth and fluid. Crashes and patches still are present. The default
controls can have the novice player fumbling around hitting the wrong keys. The
chat text blends in to closely to the environment, which makes it difficult to
read. Using voice chat with your 10-man squad is great when it works, but more
often then not, the bugs are still present.
Graphics: 8
Visually the game is brilliant. There is no motion with wind or anything
like that, and the players and vehicles are nicely rendered. The landscapes are
nicely done, but after awhile, one portion of a continent looks like any other,
with very few exceptions. The core area is at least a bit more color-coded but
you really need to pay attention to your compass and waypoints. The weather
effects like rain and fog bring added realism to the game.
Sound: 8
Nothing that’s gonna shock your eardrums or anything but not too shabby
either. A nice musical score that is pleasing to the ears is definitely present.
Difficulty: Medium
An extensive learning curve can only be shortened by hands on experience.
The documentation that comes in the retail box is enough to get started, but you
really won't learn all the ins-and-outs unless you play. Listen to your squad or
outfit, they can wield a lot of knowledge your way without having to scroll
through message boards to find out how you obliterate a max with a good strafing
run with a Reaver.
Concept: 9
A MMOFPS with an RPG element to it is just awesome in its own right.
Bringing thousands of players online at the same time is just insane. But so far
it's working
Multiplayer: 9.5
Truly a multiplayer game. Actually there is no stand-alone version, so if MP
is not for you, you may want to pass on this one. At time of review 99% of the
people are really cool and have not seen any problems. The voice chat really
draws you into the game as you try and take over a hostile environment hearing
and barking out commands. Leaving your fingers to control your player or vehicle
rather then type. The team aspect in my opinion is paramount and only then can
the game is played to its full potential.
Overall: 8.5
My biggest gripe is why am I paying 25 bucks or so for an expansion for a
game that was just released about 6 months ago AND that I pay a monthly fee for
that was promised to have weapons and things added anyway. Yet I still crash
more often than I should. At least once in a 2-3 hour session. Is it worth it?
Only if you are a die-hard player and want every advantage available.
GameZone Reviews
8.5
GZ Rating
| Gameplay | 8.5 |
| Graphics | 8 |
| Sound | 8 |
| Difficulty | Medium |
| Concept | 9 |
| Multiplayer | 9.5 |
| Overall | 8.5 |
"Only 6 months after the original release, and there is already an expansion."
Reviewer: Kevin “BIFF” Giacobbi
Review Date: 11/19/2003
7.1




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