CptStern
suckmonkey
- Joined
- May 5, 2004
- Messages
- 10,303
- Reaction score
- 62
There are moments in APB where I found my heart pounding out of my chest, beating faster than my assault rifle could empty ammunition. APB’s San Paro is a online city where the criminals fight the police on the streets, both sides player-controlled. When it works, it’s incredibly exciting. The problem is, it doesn’t work.
Floaty, unresponsive and with an odd mixture of under- then severe oversteer, APB ’s cars feel like petulant automotive teenagers, never willing to do what you ask. In a game where you’re expected to drive fast after other cars driving fast – and you are expected to do this a lot – the handling model is wilfully sadistic, forcing you to plan turns a good few hundred metres before intersections.
Floaty, unresponsive and with an odd mixture of under- then severe oversteer, APB ’s cars feel like petulant automotive teenagers, never willing to do what you ask. In a game where you’re expected to drive fast after other cars driving fast – and you are expected to do this a lot – the handling model is wilfully sadistic, forcing you to plan turns a good few hundred metres before intersections.
Frustration is built into the game at all levels. Eventually getting the jump on one of the guys terrorising my poor newbies, I unloaded threeshot burst after three-shot-burst into his back. Flipping round, he fired back and killed me. He had a better gun, so he won. Realtime Worlds may deserve some credit for taking MMO combat away from behind-the-scenes dice rolls, but this is no level playing field: someone who has played the game for longer will have a better weapon and a more powerful character than a new player. The system is supposed to compensate, matching smaller groups of the best versus big gaggles of initiates, but inevitably, the most experienced and best equipped players always win.
In APB , the lack of locational damage means a bullet in the finger has the same effect as one in the brain-stem. Realtime Worlds argue this is to tempt the casual player and reduce the propensity for online snipers.
In its current form, Realtime Worlds’ take on the MMO is draining: beyond the end of my time playing the extended beta, and the finished game, I’ve had no desire to play the game further. For a persistent online game, that’s not a good sign.
rating 55%
http://www.pcgamer.com/2010/07/02/apb-review/
sort of saw this coming. the premise fo the game is a little thin to begin with