Global Agenda
Community
test
test

PostHeaderIcon Meet the Assault: Minigun Meatshield or Tactical Lynchpin?

 

As part of their continuing series on the Global Agenda Character Classes, TenTonHammer has published a Q&A with Executive Producer Todd Harris on the Assault class. Read the full article here. Excerpts below.

Ten Ton Hammer: It seems like the assault class fills the gaps between the classes - assaults can anchor an attack, they can draw fire away from more fragile teammates,and  they have the ammo capacity, firepower, and durability to pin down enemies and hold objectives on defense. Is that an accurate assessment?

Todd Harris, Executive Producer: I would say it’s accurate that he’s flexible and can cover the gaps. But I’d also categorize the assault class as being all about damage - whether dishing it out or soaking it up. Recon really excels at concentrated offense (against a single target or location, typically using surprise). But the assault class is typically the class that is doing the most damage overall, and over a broad area using a lot of area of effect weapons. They’re all about damage.

Ten Ton Hammer: We’ve seen assaults carrying rocket launchers, grenade launchers, miniguns, and various melee weapons as well. In other games, this class packs a punch but burns through ammo quickly. What kind of ammo considerations does an assault class have in Global Agenda?

Todd: All the weapons in Global Agenda draw off of the common power pool mechanic rather than using ammunition. Being that assaults are all about damage, they really do have to carefully manage their power pool to make sure they’re not caught in the wrong spot at the wrong time with low power. That’s something that players can spec (using the talent trees) to have either higher maximum power or faster recharge or have particular weapons draw less power. All of those are popular  choices for assault players.

Ten Ton Hammer: What options does an assault class have at melee?

They wield basically a futuristic battle axe that also has the ability to set opponents on fire. So as compared to Recon, which has the more precision instrument of the katana, Assaults are definitely more brute force.

Ten Ton Hammer: Is there chaining with the fire damage in melee?

Todd:  No, not at this time, it’s strictly single damage. There’s no contagion or chaining of the fire right now. But in general, as far as characterizing the class, Assault is always very much in the middle of the action. Not many characters can survive long under direct fire, but the Assault players typically thrive on being in the middle of everything.

Ten Ton Hammer: Another popular motif with big guys wielding big weapons is the ability to catch several enemies with one swing. Is that something that’s a part of the class as well?

Todd: Not as much with melee, but with the primary and off-hand weapons they’re able to deal out damage to more than one player at a time, moreso than any other class.

Global Agenda’s Assault class in action.

Ten Ton Hammer: At first look, the Assault class seems pretty straightforward. How were you able to mix up the talent tree options of this class?

Todd: At the highest level, you’re basically going for a tank build to soak up the damage versus an explosive build to deal out damage. Those are the two names of the class-specific trees, and then there’s a balanced tree as well. You can go extreme down either of those trees or go more hybrid. The talents combined with devices really do let you spec a number of different ways. For those familiar with Team Fortress 2, you could basically spec our assault class similar to a demoman (using grenades and sticky grenades), or a soldier (using a rocket launcher), or a Heavy (using a minigun). But you could even go more exaggerated - our tank would be much more of a tank than a heavy, and you could also come up with hybrid builds.

Finish the article on TenTonHammer.

Share and Enjoy:
  • Digg
  • del.icio.us
  • Facebook
  • Google
  • MySpace

PostHeaderIcon RockPaperShotgun hands-on preview from Eurogamer Expo

Phill Cameron at RockPaperShotgun spent time playing Global Agenda PvE while at the Eurogamer Expo in Leeds, UK, last week.

Read the full article from his experience here. Below are some excerpts.

Global Agenda is a game straddling two worlds. It has two different payment schemes, and two different games within itself, almost. It’s a multiplayer third person shooter, with a class based system and jetpacks. But it’s also a huge sprawling PvE/PvP MMO, with the PvP driven by player Agencies that can form and break alliances on the fly in a bitter battle for territorial zones that grant bonuses and benefits.

By providing a far more engrossing experience in the persistent side of the game, Global Agenda seems to be moving well on the way to becoming the first truly hybrid MMO. It’s a big show of confidence that they consider the actual mechanics of their game solid enough to support a multiplayer shooter, especially considering the competition they face on the PC, most of whom they cite as influences. The impression of having such a thriving world just a subscription away could sway people to taking the plunge, and having them interact with the subscribers is a similarly clever move.

Share and Enjoy:
  • Digg
  • del.icio.us
  • Facebook
  • Google
  • MySpace

PostHeaderIcon Massively: Global Agenda ‘hands down’ Game of the Show at GameX

 

The writers at Massively.com were busy during Global Agenda’s recent visit to GameX in Philadelphia. They published a video interview with Hi-Rez’s Michal Adam, as well as a two-part look at the game – one focusing on PvP in Global Agenda and one focusing on the game’s PvE system.

See the full write-up on the PvE and PvP gameplay here.

For the video interview with Michal, visit this link.

Below are some key quotes and messages pulled from the article.

Global Agenda was easily the game of the show at GameX, hands down. Its polished gameplay (even in beta) combined with a great sense of fast-paced fun kept a constant stream of people sitting down and learning the ropes. Some people even came back for second or third matches, eager to try out a new class or just play the game more.

I spy a fun game. This deeper look into Global Agenda makes me more excited to see exactly what the game has to offer at launch. Both PvP and PvE are lots of fun, easy to get into, and simultaneously connected and unique experiences. If you’re a Guild Wars junkie, a TF2 trooper, aBorderlands resident, a Tribes soldier, or a PlanetSide refugee, you’re going to find things to love.

The transition from PvP to PvE is close to seamless. PvE encounters teach you the fundamentals of your class while still being loads of fun and a great team building exercise. The PvE’s focus on team play is a great counterpart and learning experience to the focus on teams in PvP situations, letting new players learn the ropes without being humiliated by more experienced troops and still gaining bouses for their characters.

These modes play very much like Team Fortress 2 crossed with Tribes. Jetpacks are very, very useful, as well as setting ambushes, traps, and other sorts of insanity. Robotics players and recon players can set the stage for ambushes using the Robotics turret and the Recon’s mines, as well as the Recon’s decoy ability to distract enemies.

The gameplay is also very fast paced. Don’t expect downtime or waiting around for something to happen — something is always happening. The matches are very tight, very chaotic, and very fun. I wasn’t expecting the game to be so easy to pick up, with its toolbar of imposing, nameless abilities, but after playing around with the items for a minute or two you get the hang of them.

 

Here is the interview with Michal Adam.

Share and Enjoy:
  • Digg
  • del.icio.us
  • Facebook
  • Google
  • MySpace

PostHeaderIcon Global Agenda Unveils New Gameplay at Eurogamer Expo

LONDON, Oct. 30, 2009 - Attendees at the Eurogamer Expo in Leeds and London this week were among the first to experience Global Agenda’s  player-vs-environment (PvE) content, participating in four-person co-op missions that pit teams of elite special agents against the Commonwealth, an oppressive one-world government of the 22nd Century.

"After showing off our award-winning player-vs-player content during the Global Agenda Tour at venues across North America, we are excited to unveil player-vs-environment content in the UK at the Eurogamer Expo," said Todd Harris, Executive Producer of Global Agenda. "We are working hard to craft a PvE system that maintains the same high replayability and addictive gameplay as our player-vs-player gameplay. And our beta testers and early Eurogamer participants have reinforced that this will be a fun and important part of the game."

Gamers that play Global Agenda may earn experience points, in-game credits, achievements, upgrades and loot through either player-vs-player (PvP) or player-vs-environment (PvE) missions.  Reinforcing the game’s team-based gameplay, PvE missions feature teams of four player agents infiltrating Commonwealth facilities and working cooperatively to defeat an end boss.

Upon release in Q1 2010, players can experience Global Agenda’s award-winning multi-player PvP and PvE content after a one-time purchase of the game at retail or digital distribution outlets without a monthly fee, supporting character progression to max level and unlocks of full device inventories. 

For those that also subscribe to the optional "Global Agenda: Conquest" package, additional elite-level PvE missions will be available that benefit your agency in the Alliance vs Alliance campaign for persistent territory control and scarce resources.

The Eurogamer Expo continues through Oct.31 at Old Billingsgate in London. This is the final stop on the Global Agenda pre-launch tour. For more information, please visit www.globalagendagame.com

About Hi-Rez Studios, Inc.

Hi-Rez Studios, Inc. was established in 2005 to create exceptional online interactive entertainment. It is located just outside of Atlanta, GA. For more information, visit http://www.hirezstudios.com.

Global Agenda, the debut title from Hi-Rez Studios, is a fast-paced, action-oriented, massive multi-player online game set in the Earth’s near future — a spy-fi world of advanced technology and player-driven conflict. To learn more visit:http://www.globalagendagame.com.

Media Contact:

Michal Adam

madam@hirezstudios.com

+1 (404) 550-4756

Share and Enjoy:
  • Digg
  • del.icio.us
  • Facebook
  • Google
  • MySpace

PostHeaderIcon In-Depth Q&A on Global Agenda Pricing Model

 

Following up on last week’s Global Agenda pricing announcement, the editors at TenTonHammer have published an in-depth Q&A with Executive Producer Todd Harris that provides in-depth information on the new pricing model, as well as more information on the Global Agenda: Conquest gameplay.

Read the full article at: http://www.tentonhammer.com/node/75772

Here are excerpts:

Ten Ton Hammer: The pricing options really seem like an interesting way to offer subscription-phobic gamers more than just a window into the game, but a complete standalone game that works hand-in-hand with the MMO portion of the game. Do you view the pricing options as a way to layer in or introduce the game to an unfamiliar audience? What makes the non-Conquest experience of Global Agenda different from what some gamers might be used to with a typical lobby-and-instance online shooter?

Todd Harris:
Whether or not you view it as layering in the MMO experience - we’ve always thought of the game as an MMO from the beginning, and always thought of the AvA [Alliance vs. Alliance campaign game] as a big draw- I think about it more as carving out the really fun multiplayer gameplay and making that available in the core single-purchase package. 

Ultimately we wanted to give people an experience on-par or better than online shooters or even multiplayer shooters that are adding a little bit of persistence. We get a lot of comments that ‘Wow, this game really is different… the gameplay is super fun… I’m not sure if it’s an MMO, but I really like it.’  With that core game, we wanted to remove any obstacle that people might have about a subscription or hangups about what an MMO is or isn’t, because it’s instanced.

And again, just really capitalize on the strengths people have recognized: really fun multiplayer gameplay. We looked at the feature sets of multiplayer games that are single-purchase - Team Fortress 2, Call of Duty, Battlefield - and we wanted to make sure that core single-purchase package stacked up really well against them. You can level up your character to max level by doing PvE or match-made PvP or mixing them as you choose. Obviously we do have a city that we think compares well to just a menu-based lobby, we have currency, vendors, and allow those players to not create their own agencies but join other agencies and members of a persistent group, we’ve got built-in voice chat. A lot of the features that are listed there measure up well against other games in that category.  So if people just want that experience of fun online mulitplayer combat, they can buy the game once and try it.
Of course, we’ve always thought that the real stickiness of the game comes from not only ongoing content, but competing in the conquest gameplay. That’s where the MMO aspects come in, plus other features common to MMOs like auctionhouse, crafting, and some of the other features.

Share and Enjoy:
  • Digg
  • del.icio.us
  • Facebook
  • Google
  • MySpace

PostHeaderIcon Global Agenda rocks GameX in Philadelphia

gamex_logo

In their round up of activity at GameX 2009 in Philadelphia, Oct. 22 – 25, PixalatedGeek.com gave Global Agenda “Game of the Show” honors, commenting:

The addiction of the convention and clear winner of Game of the Show in my mind was not from the industry juggernauts of Ubisoft, EA or Sega.  No, the winner was Global Agenda from Hi-Rez Studios.  Global Agenda is addicting, promising, fun, pulse-pounding and seems to being crafted by people with a passion for the game they are making.  I’m going to give a detailed write-up on it very soon, so I’ll leave it at that for now.  Watch this game, it is going to be epic, mark my words.

For more photos from GameX, check out the Global Agenda Facebook page.

photo

Share and Enjoy:
  • Digg
  • del.icio.us
  • Facebook
  • Google
  • MySpace

PostHeaderIcon Global Agenda Pricing Details Announced

ATLANTA, Oct. 20, 2009 - Global Agenda players will be able to experience the major features of the game after a one time purchase via digital download or box sale, with no monthly subscription required. An optional subscription package called  Global Agenda: Conquest will be available for those players who wish to participate in the persistent Alliance vs. Alliance territory control game-play and access ongoing content updates.

"Throughout our Beta process, our fans, players and reviewers have consistently told us that Global Agenda’s combat system is exceptionally fun and that they would love to play it as a multiplayer shooter" said Todd Harris, Executive Producer. "This single-purchase, non-subscription model will enable players to fully experience Global Agenda’s award-winning persistent shooter gameplay."

"At the same time, many players are seeking a deeper experience, and want to engage in large-scale campaigns between player-created groups over limited territory and resources.  These players can opt for the Conquest subscription plan which includes our persistent AvA world domination gameplay, and other features typically associated with MMOs."

The specific features associated with each pricing option are as follows:

Global Agenda (one time purchase - $49.99 MSRP) includes:

  • Creation of up to eight different agent characters
  • Character visual customization
  • Access to all combat weapons and devices 
  • Cooperative Player vs. Environment missions against the Commonwealth NPC faction, AI-controlled enemies, and Boss Fights
  • Matchmade Player vs. Player missions with five different game types and over 20 unique maps
  • Character progression through 30 levels
  • Achievement and unlocks system for individual characters
  • Player Inventory for suits, flair, dyes, upgrades, and loot
  • Virtual Reality practice fighting area
  • Vendors and accumulation of in-game currency
  • Text chat with multiple channels
  • Built in voice chat during missions
  • Ability to join an established player-created agency
  • All play is on our single-shard, hosted server environment to ensure convenient and consistent gaming experience. 
  • Ability to sign up for one free month of subscription at registration (credit card required, can be cancelled at any time)

Global Agenda:  Conquest ($12.99 per month, $11.49/mo for 3 month, $9.99/mo for 6 month) includes:

  • Access to Alliance vs. Alliance (AvA) World Domination gameplay
      • A massive scale campaign between player created agencies and alliances over scarce territory and resources on a persistent world map.
      • Attack and Defend Territories in zones that match your agency’s schedule
      • Agency and Alliance Management – Create and maintain persistent player groups and officer ranks
      • Creation and Upgrading of Facilities - Control production and output
      • Base Raids – involving up to 60 players per side; coordinated between 6 different strike teams within linked territory instances
      • Agency Achievement System, Leveling, and Recognition
  • Auction House with bidding and buyouts
  • Mail System
  • Upgrade Text and Voice chat to support multiple channels and strike teams
  • Player Crafting with blueprints
  • Additional character customization options including elite character suits, dye colors, and seasonal flair
  • Ongoing Co-Op content at max character level
  • Ongoing AvA content, multiplayer PvP content, and new social areas

Global Agenda is currently in closed beta testing and scheduled to be development complete by the end of this year toward a Q1 2010 release.

For more information, please reference the Pricing FAQ in the Global Agenda Answer Center..

Share and Enjoy:
  • Digg
  • del.icio.us
  • Facebook
  • Google
  • MySpace

PostHeaderIcon IGN’s Marissa Monera previews Global Agenda


While this all makes it sound like purely player skill-based combat, part of the results are also governed by your character’s skills. There is an underlying skill tree which allows you to allocate a total of 13 points into specific areas of specialization. For example, as an assault trooper, you can choose to be a pure tank and put your points into strengthening your defense, or you can specialize in explosives, increasing the range and damage they do. Alternatively, you can choose a balanced spec which allows you to be a little bit of both.

See the full article on IGN at this link.

Share and Enjoy:
  • Digg
  • del.icio.us
  • Facebook
  • Google
  • MySpace

PostHeaderIcon Meet John Dew – Sr. System Architect

JohnD

Global Agenda’s Sr. System Architect, John Dew talks with us how he helps keep the game going, his first video game experience and his excitement for Global Agenda.

John, tell us a little about what you do at Hi-Rez Studios.

My main focus is the design and implementation of the platform services that run on our servers.  This includes everything from handling the initial handshake from the client running on your computer, placing the player in the correct world space, connecting the player to the chat and voice, all of the coordination that goes on until the client disconnects.  In general things that are not part of the actual in game play / combat.  I guess you could call me the unofficial Sr. System Architect.

How did you get into the gaming industry? How did you get to Hi-Rez Studios?

I have been a professional game developer for about 5 years.  I worked for the company that Erez owned prior to starting Hi-rez Studios.  I heard some talk that Erez was wanting to start a game company so I ‘volunteered’ to be a part of that endeavor.  We started out playing with game concepts and learning the ropes.  A few months later, Erez made it official and formed Hi-Rez Studios, Inc.

Describe your video game experience; when did you start playing/making games?

I played my first video game at the local hamburger joint, so many quarters ago.  Later came the Odyssey, Atari, and the Apple computers.  It was when I learned about programming on the Apple that I became more interested in how to make a game and AI’s verses just playing a game.  I later got into  playing the RTS games and started thinking about how one could design a game where a lot of people could play against each other in a persistent environment instead of a hand full of players going through rounds or levels that started over.  Of course I was paying the bill writing point of sale / restaurant software so the game programming remained in notebooks and little test apps.

What is your favorite class/character to play in Global Agenda?

I used to play the medic class a lot, then switched to the robotics, but I think I’m going to go back to the medic.  So until I change my mind - again, it’s the medic.

What are you most excited for in Global Agenda?

There’s the gameplay itself which is very fun and I’m excited to play it once its released.  I am also excited  for the big puzzle of networking, multiple servers and game logic to come together as a world — the world of Global Agenda.

What experiences do you draw from when creating content for the game?

Most of past work experience has been related to platform level, networking, and high through put code so performance and writing tight code comes in handy when implementing services that will handle all of the players that are online.

What advice do you have for someone who wants to break into gaming?

Really, I do not have anything new and enlightening to add to what so many others have said before.

The standard stuff: work on projects to be familiar with the technology; keep an eye out for opportunities in the industry.

Favorite game(s)?

The game that I have invested the most time in is World of Warcraft.  WoW is good for just going out solo and grinding when you want and has the social aspect when you want to play with friends.

A classic I fall back to is Transport Deluxe.  Occasionally I just feel like doing some micro management and construction.  I know there are some new RTS games out that have my name on them, but I really do not need another time-sink.

What do you do in your free time?

Play with my kids, play WoW, work here and thereon a project in the wood shop…

What is on your iPod/MP3player?

Maybe one day I’ll get one and then I’ll let you know.  In general I have a very eclectic taste in music.

Share and Enjoy:
  • Digg
  • del.icio.us
  • Facebook
  • Google
  • MySpace

PostHeaderIcon Todd Harris discusses the AvA Campaign with MMORPG.com

Global Agenda Executive Producer Todd Harris recently met with MMORPG.com to discuss details on the games’ Agency vs. Agency Campaign system.

Read the full article here.

“[We wanted] a gameplay style that would be more emergent, as far as the politics that come into play,” explained Harris. “We thoughts the community would enjoy the shifting alliances, diplomacy and backstabbing that come from that.”

At a high level, this end-game revolves around territory control, resource management and a dynamic, player driven war over that territory and those resources.

The game will feature a series of HEX Maps. These are collections of instances linked together in a group of roughly 100 or more per map. At the map level, players will be able to see which guild controls each area, what is in that area in terms of resources, and what structures await them.

There will be multiple HEX Maps for players and guilds to fight over, each with its own engagement rules. This largely divides players by how hardcore they want to be about the entire enterprise.

Share and Enjoy:
  • Digg
  • del.icio.us
  • Facebook
  • Google
  • MySpace
Massively Multiplayer Action, Player-Driven World.
Get the word out
Unreal SpeedTree Georgia Film, Music and Digital Entertainment