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 Tim McDonald 
Section 8 Review [PC/360]

gamesbasement 360

£33.98

I've been labouring under the misconception that Section 8 is “sort of like Tribes” for awhile. To be fair, an initial play gives this impression – you've got a reasonably open environment, a few bases, the ability to build things, and jetpacks. Not enough games have jetpacks.

Section 8So far, so Tribes, but the Tribes series had a variety of other tools that made it stand out. Plenty of levels were fast. Jetpacks recharged quickly, unlike here.  A host of vehicles allowed different tactics. There were a huge variety of different game modes catering for all manner of players. Almost all weapons needed you to compensate for enemy movement, requiring you to work out lead time in a very vertical environment.

If you wanted a quick summary, I could say Section 8 is like Tribes meets Halo, but that does a great disservice to a surprisingly unique little game, so let's pretend this sentence doesn't exist.

Make no mistake: Section 8 s a multiplayer game. The single-player campaign, titled Corde's Story, is little more than a glorified tutorial which will do nothing but put prospective players off the title. Crap AI, dull mission objectives, and small linear areas do not show off the best of a multiplayer game based around wide-open maps. The use of the game's trademark respawn system means that death is a minor setback, which is both a blessing and a curse. The campaign's block-headed AI makes co-ordination and teamwork extremely difficult in this mode, so you'll die regularly, but it also means there's rarely a penalty for death. Failure only comes through, say, failing to protect a friendly convoy, or losing a point you were assigned to protect. Combine this with a very average plot and some sub-par dialogue and you have a Section 8single-player mode that is very little fun whatsoever.

On the plus side, it'll teach you everything relevant, but then the two “real” modes – the botmatch Instant Action and the multiplayer itself – have plenty of voiceovers to assist new players, and as such do a better job of entertaining you while you learn the ropes. Let us not speak of the campaign again.

Surprisingly, neither of the other modes really suffer from any of the problems highlighted in the campaign. In wider areas, the AI performs reasonably well. It does its own thing but generally with a degree of intelligence and yet without the omniscience that mars a lot of computer opponents; sneaking up on a computer player to backstab them with a lethal knife attack is a whole lot easier than it is on players.

Section 8's focus is on both constantly shifting battlefronts, and teamwork. The former is created through the drop-in system. On death, you choose a spawn point on the map and your suitably butch space marine is fired out of a spaceship towards that point; hitting the brakes slows you so that you can act as soon as you land, but makes you more susceptible to fire from the ground. You can't simply drop in anywhere, mind, as anti-air turrets will happily destroy any group of players that jets towards an enemy base, unless they're in a large group.

Section 8The latter is created through both the customisation system and the weapon variety. There are no restrictions on the classes you can play as, save that you're allowed two weapons, two support items, and a variety of “passive modules” which affect little things like your speed, armour, weapon damage, and recharge times. If you want to create an assault class by taking an assault rifle, a missile launcher, some grenades, and a repair kit, you can. If you want to pump your passive modules into both your repair ability and your armour, and take a shotgun so that you can stay alive and heal your cohorts in a close-range battle, you can. If you'd rather take a sensor dampener so that you're harder to spot and hit, along with a sniper rifle and a knife, you can. It's skilfully handled and fairly well balanced, although – as ever – there are favourites, with most players I've seen taking a repair kit and mortars.

N4G : News for Gamers
Section 8

User comments

(1) Posted: 11:21 on 15 Sep 2009
Luke Kneller
I want a new version of tribes and this game just falls short for me... I think. Maybe I'll try it though!
(2) Posted: 02:00 on 16 Sep 2009
Elly Davis
Ahh tribes, brings back fantastic memories.

You say the winning team is the first to get to 1k - is there an individual score too?

I'm currently playing Quake Wars and xp whores really piss me off - completing objectives that are further on just to claim the XP, leaving the rest of us back at the first team objective fighting against larger numbers. Engineers repair turrets out of the action and therefore useless, just because it's on their personal objectives and gives them 2xp or something.

Another peeve, (minor I guess) is I can't play as a female.

I'm interested though. mmm I take it it would have got a higher score if the campaigns were better, that's what held it back from getting a higher score?

If it were just a team based multiplayer game what score would you give it? That's really the type of game I'm interested in see.


(3) Posted: 15:19 on 16 Sep 2009
Tim McDonald
@Elly Davis:

There are individual scores, but not in an XP sense. There aren't really rewards for topping the leaderboard barring bragging rights - all equipment is unlocked from the get-go.

The campaign didn't impact the score too much save that the game is marketed as having a single-player campaign, while it really contains a glorified and elongated tutorial. It's a game with a deep focus on multiplayer.

The score is representative of a few things, but mostly the enjoyment I had with it, which is based at least partially around the quality of other players - not so much in terms of skill, but in terms of players working together in the way the game requires. Good games are hugely enjoyable, while those with teams of lone wolves are nothing short of frustrating. It's something that impacts every team-based multiplayer game, but it seems to hit Section 8 far harder because of the emphasis on teamplay. I think the score's fair and represents what is essentially a fairly unique and often enjoyable team-based multiplayer shooter, though, considering what limitations it has. If it sounds appealing from the review text and the thought of shopping around for half an hour to find a server with a good set of players doesn't bother you, it's well worth a look, particularly if you're playing on PC.

On a personal note, I'd love to see a dedicated community spark up around the game. With a decent set of players and some good after-launch support it could be very, very special. I'm a tad worried it might not get that opportunity, because there's certainly a market out there for the title, and it's good enough that it deserves it.
(4) Posted: 15:45 on 16 Sep 2009
Elly Davis
Thanks Tim.

I have the problem with Quake Wars of finding a server with players who want to play as a team. I found a clan just before lots of their members moved onto another game but perhaps section 8 will be up their street so I may suggest it but they're pretty locked into this other game (which I forget the name of).

If this game is at its best when played as team it's definitly going to need a dedicated community (as you suggest) or you'll get folk drift in and straight back out again, no one will be talking about it and sales will just fall off.

Anyway, thanks again for answering my Qs.
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