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January 22, 2008
CES 2008: The Agency
 



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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