|Dev: Digital Extremes|
|Pub: Digital Extremes|
|Release: TBA 2013|
|Screen Resolution: 480p-1080p|
Platinum does sneak its way in, but as with buying frames instead of expensive blueprints, it’s more an expedient than the key to untold treasures. It can be used to complete crafting ahead of time, purchase various items from the store (including frame and weapon boosters, which unlock new upgrade paths on a piece of equipment’s skill tree), and refill one’s stock of revives. The stock of revives determines how many times during a mission one can be killed and still come back. With a default of four, each revival depletes the stock, though more can be purchased immediately for a small sum of platinum. The stock will also refill if the player simply waits until the next day.
The game itself is also constantly in flux, with new frames and weapons being rolled out by the devs, even new maneuvers (zip-lining and wall-running were recently patched in). More importantly, they’ve been learning their lesson about variety. Whereas missions used to take place all in the same basic map tilesets, regardless of the enemy force one encountered, the tilesets have since been expanded. Now missions can take place in claustrophobic hallways or sprawling mining complexes. Some missions actually seem more geared toward stealth than others, which is great to see as it mixes up the gameplay.
And thus my hand hovers over the numpad, ready to punch in the numbers on my card, to pay for a game still seeking to find itself, simply because it provides lightning-fast, visceral thrills. That the basic game, a sprawling endeavor, is entirely free seems almost impossible, but it’s clearly a testament to the distance free-to-play has come as a viable business model for even titles with high production values.
Like co-op shooters? Try this game. You won’t regret it.
Date: February 7, 2013