
By Paul Philleo
At CES 2008, we got to meet Hal Milton, Lead Designer for the new massively
multiplayer online adventure/shooter game called The Agency. He certainly didn't
try to look or act the part of an operative stealthily sneaking into the room at
the MGM Grand suite, when he introduced the game to those of us from the media
in the room. Nonetheless, the game didn't need to slide that sort of
introduction. It had its own way of making an impression, even in its pre-alpha
build.

From the moment you watch it, hear about it, soak in the details, it's
evident the game is being built for a dual mindset - the SOE Seattle-developed
PS3 console gamer and the PC gamer. The Agency has the fundamentals for a
traditional MMO game, with a large community environment, factions, classes and
so forth - but the game (and the screenshots bear this out) has the clean and
simplified interface and real-time first-person shooter action more familiar to
console gamers. It has a definite side of Majestic, for those gamers who
remember EA's classic invasive PC thriller. As Milton defines it, "We plan
to reward both twitch (play) and commitment."
Players start with a choice between two rival factions: UNITE, an organized
and sleek James Bond-ian outfit and PARAGON, a rough around the edges mercenary
group where John Rambo might feel more at home. These factions will offer
different gear, tactics and skills that are reflective of their mindsets in the
game. Oh, and for those hoping to mop the floors with newbie virtual blood, even
a new player can be a threat in this game, because after all, a gun kills
whether it is wielded by a raw recruit or a seasoned veteran. Skills, tactics
and experience do give veteran players advantages, as Milton pointed out.

In the game "you are what you wear" and players can take on one of
six specialties. In principle, classes are as simple as the suit or camo and
gear on your back, and can be swapped out without hassle. In other words, no
"Oh no, I'm a level 20 wizard and really wanted to be a ranger" type
regret should be involved.
Players can approach the game as a soloist or in a group. Solo play is
completely possible but not always desirable, because certain rewards are given
to group players - a tip of the hat to both console and traditional MMO play.

The operatives system is one of the core features touted by the developers of
this game. These NPC operatives are always at work for all players, whether
logged in or not, and are gathered in greater numbers as you proceed through the
game. They can be tasked to create, to research, to spy for you as a player, to
point you in the next direction for whatever mission you may be on as a player,
and give you the means to carry it out. In fact, it may be possible that you
receive a text message or some out-of-game notice by an operative when a task is
complete - the Majestic reference comes into play here, but Milton assured those
of us in the room that the game would not be intrusive or unsettling in the ways
that game was.
Some of the staples of a spy versus spy scenario are question marks whether
they can be implemented, such as double agents. However, agents do have the
ability to push the limits within the boundaries of their faction, in
accomplishing a mission, but for now cannot formally cross sides, especially
into the NPC realm of villainy.

The Unreal 3 graphics engine seemed to be put to good use in the video clip
that showed the early build of The Agency in action. Graphics were detailed and
generally realistic, especially in environment and weapons graphics. Animation
was smooth and familiar, particularly so to fans of games like Counter-Strike
Source. The look and feel of the game at this stage seemed much more of a first
person shooter, but without the MMO mechanics and wealth of options to handle
combat and buffing that usually fill the screen. Clearly, it appeared the
visuals are at a much more advanced state of development than some of the play
mechanics themselves.

There is a forest here with The Agency, but seeing the actual trees - that
is, the mechanics that extend the game into MMO territory - have yet to take
shape. Once the game play details come into focus, then the true potential of
The Agency will be witnessed. There's no ETA at this point for The Agency or its
beta, let alone pricing. It wouldn't be surprising to see more detail about the
game toward the second half of the year.
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