Jumpgate[ Review Comments | Screenshots ]
Game
Info:
Category : Simulation
Publisher : 3DO (US)
/ Mighty Games (Europe)
Developer : NetDevil
Release : 09/25/01
MSRP (US): $29.99
ESRB: Mature
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Minimum
Requirements:
CPU : Pentium 200 (350+ recommended)
RAM : 64
HD Space : 150 MB
Video : 3D Accelerated
Operating System : Windows 95 (with Winsock 2.0 upgrade),
Windows 98/ME, Windows 2000 |
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Background/Summary:
Jumpgate
is not an easy game to categorize. You play online with hundreds
of other players in a richly featured persistent universe.
The basic premise is not a million miles from that of Elite
or Privateer but when you first say "Hi" to a ship
as it flies past, and you get a real response you start to
realize that this game is special.
The story is that the universe
is being re-colonized and society is being rebuilt after a
terrible natural disaster that left mankind scattered across
the galaxy. This effort is being carried out by "The
Reconstruction Initiative" which is a quasi-governmental
organization struggling to coordinate the efforts of rival
factions. So far, contact has been made with five factions
of humans, of which three (the Solrain, Quantar and Octavians)
have joined the TRI. The remaining factions (Hyperial and
Amananth) remain remote but have permitted access to one space
station each. Mankind has also stumbled across a race of space-faring
creatures known as the Conflux, which are committed to the
destruction of every human ship that they see. These creatures
vary in their abilities but don't underestimate their firepower!!
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Gameplay:
Your
first choice when joining the game is to choose the Faction
for which you wish to fly. The factions broadly break down
as follows - Octavians, proud warriors with an emphasis on
firepower, Solrains who are traders with good cargo capacity
and shields, and Quantar who are a mystical people, who mine
better than the other factions and have the most maneuverable
and some of the fastest ships. These differences are not absolute
and there are exceptions to the broad rules so you should
choose your faction according to your character rather than
ship stats.
The first thing that strikes
you when you launch is that the game uses a unique physics
model. You do not turn like an X-wing - no Spitfires in space
here! This is basically full Newtonian physics, but with (some)
drag added to keep things manageable. It is convincing without
the nightmare complexity of Frontier : Elite 2 and you are
able to pull off some amazing maneuvers once you understand
how the ships work. In effect, your ship has a top speed,
and you will slow down gently if you shut off your engines
but turns are wide when made at speed and obstacles need careful
avoidance. After some practice the flight model becomes quite
intuitive with some more practice you can strafe a target
while orbiting it and balancing the turn on the throttle!
But before you get carried away, your first challenge will
be docking, and one of the favorite pastimes of the veteran
Jumpgate players is to watch newbies redecorate the core stations
- take it steady! At this point you realize how truly massive
some of the stations are. The core stations are immensely
impressive, while stations in neutral space really look like
the pre-collapse relics that the storyline suggests. You often
see ships just flying around them taking a closer look.
The
next concept that you must grasp if you want to stay alive
is the fact that there is PvP built into the core of the game.
You have the option of choosing whether you fly as "Honour
Guard" or "TRI Civilian" but this is not a
PvP switch. Other players may kill you, no matter what setting
you choose. The first player to land hits on another player
is regarded as the aggressor (unless both players are "Honour
Guard") and a bounty will be placed on his head immediately.
A greater bounty is imposed if the aggressor kills the victim
and the aggressor will lose faction rating or even experience
points if he becomes a serial killer! Any pilot with a bounty
can be engaged any other player. This is all irrelevant in
neutral space where TRI does not hold sway - although the
mission payouts are high for runs into neutral space it is
a lawless place where only the fittest survive! The conflux
menace is also at its most dangerous in neutral space….
Stay out unless you are well armed and confident in your abilities.
This adds a real sense of danger to the game and even veteran
pilots get that thrill of adrenaline once they leave the safe
areas of TRI space behind.
If this sounds off-putting to
the peaceful traders amongst you, it shouldn't be. You can
join a squad for mutual defense, hire escorts, pay off pirates,
or just hope to avoid them. Of course, since pirates are played
in this game by real people you can at least talk to them.
You could end up supplying them with their equipment at a
profit! The general rule is that if you stay in TRI space
you will be safe most of the time.
The
ships in the game range from the starter ships, which are
slow, maneuverable and easy to fly, up to big cargo "tows"
which are the 18 wheelers of the space lanes but still quick
when they are un-laden. There are also extremely fast scout
ships, three types of fighter, transports and others. Each
faction has its own different take on each class of ship resulting
in 24 different ships as well as the 10 different Conflux
classes. All ships from one faction have that "family
look". All of the ships can be reconfigured by the fitting
of upgraded equipment. Different Factions tend to specialize
in different equipment types although they all cover the basics:
Power plants, Shields, Engines, Guns (ammo, plasma, laser
and mining) Capacitors, ECM, Missiles, ModX, and Radar. The
best advice is to try before you buy in the simulator - some
configurations will leave you without enough power to run
a radar when your engines are at full throttle.
Once you master your starter
ship you will want a better one but the better ships are only
available as you increase your rank. There is only one thing
for it - get out there and do some missions! When you are
docked in a station you get a nice clean interface for all
the essentials (missions, trading, ship configuration and
the simulator), which also has (removable) tool-tips to help
you out. There is no point in describing it all here but it
works well and looks good. The market is your key to riches,
while missions earn you valuable exp. The simulator is used
for play fighting with other pilots and conflux or for checking
out the capabilities of other ships. All ships from all factions
are available to you in the simulator and equipment is free.
The game is supported by a three
year story line which has already started on the European
server. This can be part of your Jumpgate experience or you
can simply choose to ignore it and get on with your own Role
Play. The Jumpgate Universe is generally big enough for everyone
although there have been some tense moments recently on the
European server. If you want the details, check out the links
below.
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Graphics/Sound:
The
Jumpgate graphics are good. No, they don't make Mechwarrior
4 look embarrassed but who needs lens flare anyway? The ships
look good, the stations look awesome and the kick you get
from watching a battle between 30 players in one sector is
incredible. The graphics are easily good enough to make the
game believable and that is all that is required. For reference,
I get 40-50 Fps at 1024x768x32bpp on a P3-600 with a Matrox
G400/16Mb on Windows 2000. You don't need big iron to play
this game.
Sound is similarly workman-like.
3D sound is available (I have not tested it). The music is
good (but once you eventually get sick of it, you can stick
your own choice of MP3 in the right folder) and the weapons
have their own noises, which becomes very useful in combat.
If your wingman and your enemy have different weapons equipped,
you can tell whether the firing is incoming or outgoing. The
effects in this game are nice but again, if you really hate
a sound, you can put your own in. This can cause problems
with new patches so keep backups of the originals.
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Multiplayer/Devices:
Well,
since this is a multiplayer only game you would expect this
area of the game to be well thought out! Don't worry, because
it is. The real technical star of Jumpgate is the network
code. NetDevil have made a game that can easily cope with
high pings. I used to play on the US server from the UK with
a lowest ping of 350ms and encountered no problems. Trouble
only really starts at 500ms and above. A 28.8 connection is
listed as the minimum requirement, and I believe it. I use
a 56k modem connecting at no more than 49k and I have plenty
of bandwidth left for TeamSound or Game Voice in the background.
If you lag on Jumpgate, you really need to change your ISP.
When you see the number of people that play this game at the
same time, it is truly amazing. Thirty people in visual range
of each other? Oh yes, that and more!
To help with player interaction
there is a good chat interface which allows booths, whispers
and local / global options. It is not mIRC though, so don't
expect too many features. There is an optional profanity filter
and an ignore function apart from the game related commands
that the chat window provides. Since flying the ship needs
two hands, and a lot of concentration, Mighty Games also provide
free Game Voice servers with plenty of bandwidth for all EU
players. If you don't like Game Voice, you can use TeamSound,
Battle Field Commander or Roger Wilco - they all work fine
with Jumpgate - but you will have to provide your own server.
One
of the keystones of Jumpgate is the squad system. Squads are
managed via the game's web site (called the Jumpgate Operating
System Shell) by the squad founder. Any pilot in a squad has
the squad name displayed after his own name in the radar-targeting
window and can talk to squad mates on a secure chat channel.
JOSSH also publishes up to date statistics for squads and
individual pilots as well as league tables for just about
everything from net worth to Conflux kills. The political
scene on Jumpgate can be peaceful or fraught but is hardly
ever static. There is an important distinction to be made
between Factions and Squads. Factions are fixed (unless you
reset your character) and there are three playing factions.
Squads, on the other hand, are completely player controlled.
You can join, leave or ignore them as you (and the Squad leader)
wish. Some squads are composed of members of a single faction
while others are not worried about faction allegiances. This
means that high-level players need to have 360 degree political
vision if they are to prosper while low level players are
advised to join squads for mutual protection, help and (sometimes)
financial support. You can fly solo if you wish, but a lot
of the fun in Jumpgate comes from joining like minded people
and achieving common goals.
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The Wrap-up:
Space
ships, stations, aliens, cargo, mining, trading, fighting.
None of those elements are exactly unique are they? But when
they are combined in a persistent universe and polished to
the degree that NetDevil have achieved with this, their first,
game the effect in fantastic. Whether you are a trader, miner,
explorer, pirate, escort or political master you will find
that there is a niche in the Jumpgate universe for you. Role-play
and player skill have been combined into an experience that
has ensnared hundreds of beta testers and is now available
to everyone. If you can download the client and have a look
round the Jumpgate universe, you should try it out. Give it
about ten hours then see if you can leave!
Links
www.planetjumpgate.net
www.3do.com/jumpgate
www.jossh.com
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| Morat - 9/27/01 |
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