Thursday 17, May 2012
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Frontlines: Fuel of War

FFoW is set in the not to distance future with two rival factions (US/EU - Russia/China) fighting over depleting energy reserves. This review will be based solely on path 1.2.0 and the multiplayer experience, originaly created for http://SheerGamer.com

One of the first things you will notice when joining an action packed server is the atmosphere. Whether it’s the sound of a jet screeching by, anti-aircraft shells exploding in the distance or a cluster bomb whipping out a group of tanks, there’s always something which really gives you that war feel. Best of all there are very little sound bits that try to mimic this, its all real players.

Prior to jumping into the middle of everything you select your role and load out, it can be a combination of any of the 4 for each. Each combination has its special role to play determined mainly by the map you are currently on, larger vehicle based maps such as Solar Farm, have a high use for emp technicians, and anti-vehicle load outs. Smaller maps with light vehicle usage are where the different setups can really shine, drone technicians, while being almost useless on a larger map, serve a valuable role on maps like village.

Action is never far away.

The game revolves around trading capture points along the current front line, easily indicated both on screen and on the mini map. I really enjoyed the idea of a front line stretching across the entire battle field but it really does nothing other then give you hopes of something more. The game without this front line would be identical in every aspect of play. It would have been interesting to see some perks or penalties based on your position to the front line.

When you manage to get into a battle that has evenly balanced teams it can be very satisfying capturing that next point. I say manage because a good chunk of my games have been one sided ending in under 10 minutes. I am unsure if there was an improvement in the latest patch but it does seem to happen less as more stats are recorded.

Overall the graphics are great, explosions and near death effects have been done very well. This combined with the sound mentioned earlier really get you into the game quickly. Game play is average having been done way to many times before. I will say I prefer this over Battlefield, but then again I always thought Battlefield was missing a lot as well.

A drone piloted remotely spoting an enemy infantry member, the red triangle is visible to other players in the area.

I would have liked to of seen a better squad system, currently squads are practically useless with the 3 basic commands that the leader has. Worst of all you need to be actually looking at what you’d like to attack or defend, move slightly off and clip a hill and you will tell your entire squad to attack a spot 200 feet in the wrong direction. Not that this matters though since very rarely anyone will try to work as a squad. A simple map over view pinpointing the location of your squad members, their status/load out/role and ability to give directions there would have made it much better. As a reward for the minor inconvenience of joining a squad (which pops up directly in the middle of your screen, taking your mouse input) is if you happen to cap a point with a fellow squad member near by you get a few extra points.

There are currently 3 aircraft, a jet, attack helicopter and transport helicopter. The attack helicopter handles very well and packs a nice punch. The jet is way to fast for the relatively tiny maps and you’ll spend 90% of your time turning in circles. The transport is terrible simple for the fact that your more likely to get killed from a terrible pilot then you are from an anti-aircraft weapon.

Easily out gunned this soldier runs for cover.

Communication in the game is non-existent, no voice communication and a tiny chat box crammed with battlefield updates in the top left, you sometimes feel as if you are in the single player mode. Why a game featuring team and squad based combat would not implement some sort of in-game voice is astonishing. This might almost be acceptable if the squad commands were done in a way that was usable or it was the late 90’s. On top of this you are unable to chat while dead, respawning or between maps, this is about the only time I actually want to type something while emeresed in the game.

This could not be a true review without a brief mentioning of the numerous bugs which really had to of been known about prior to launch. Kaos marketing its first product obviously had deadlines, I can sympathyize with not being able to get some of these bugs in time.. it’s unfortuante all companies were not as successful as blizzard and lived by the “it’s ready when its ready” rule.

Perhaps some of the things I mentioned about communications and squad management were on the drawing board but dropped from time constraints. I for one am hoping for a few more patches or a sequel which really polishes off all of the minor annoyances.

In closing I’d like to say I really enjoy the game, it’s the little things that are missing which degrade the otherwise great experience. I would recommend this game to anyone who likes an action packed online FPS with vehicles. I have yet to play a game of this type which I have enjoyed more then FFoW.

7/10

For all the role/map/vehicle information you could want on the game check out http://www.frontlineswar.com/ or the offical site at http://www.frontlines.com/ where you can watch the trailer and view offical screen shots.

http://SheerGamer.com

 
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