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Firefall

Red 5 Studios' parent company lines up $24 million Firefall investment

(5 hours ago)
Sci-Fi, MMO Industry, News Items, Free-to-Play, MMOFPS, Firefall
19

Anyone who has played Firefall wouldn't associate it with more standard free-to-play Chinese MMOs, but the game is certainly generating a lot of financial interest in China. The9, the Chinese gaming company that owns developer Red 5 Studios, is lining up for the game to get a major investment from Oriental Pearl Culture Development Ltd., a major entertainment development organization. That investment shakes out to around $24 million and would make Oriental Pearl one of the largest minority shareholders in the company.

Overall, Firefall is apparently valued around $100 million based upon statements released by the companies. This latest investment is still in a non-binding stage and could be cancelled if Oriental Pearl changed its mind and decided against investing in the company. Preliminary reports suggest that the deal will go through, generating quite a windfall for the not yet technically launched game and demonstrating once again just how big the MMO scene is becoming worldwide.

 
Firefall update talks quest system, bug squashing

(22 minutes ago)
Betas, Sci-Fi, Bugs, Game Mechanics, MMO Industry, New Titles, PvP, News Items, PvE, Free-to-Play, Firefall
3

It's time for a Firefall development update direct from Red 5. The most interesting tidbit has to do with a new content creation tool that the devs hope will provide quest-like missions. The team "made tremendous progress" on this little ditty "that will allow us to string together multiple encounters with branching trees all wrapped up in a loose narrative structure."

Red 5 also managed to clean up its creature database and roll out additional bug fixes. You can read further details on the Firefall forums.

 
Firefall News - Latest Game Update Talks Inventory & New Content

on Nov 25, 2013
Firefall (FF)

Red 5 Studios | Play Now
MMOFPS | Genre:Sci-Fi | Status:Final (rel 07/09/13) | Pub:Red 5 Studios
PVP:Yes | Distribution:Download | Retail Price:n/a | Pay Type:Free | Monthly Fee:n/a on Nov 25, 2013 | 0 comments in our forums


The latest Firefall game update has been published. In it, the team lays out some of the big changes coming to both inventory systems and about creature updates. Most notably, the team also reveals a bit about new content coming to the MMOFPS.
New Content
The content designers are working on the campaign missions and have made great progress. We’ve had a lot of great ideas being implemented and new tools coming online to really take the story-telling to the next level. The goal for the campaign is to keep on trucking after we release the first set of missions and have those same folks keep working on the next Act and Chapters to keep releasing new campaign missions as often as we can. Dev Update 11 22 13You may have seen some sneak preview shots of the expansion of Diamondhead. We have an entire team working on that content, but we do not expect it to be ready for this milestone. Building out an entire zone with new content and the first part of Pushing Back the Melding will take some time. We hope to have it come online shortly after the milestone is done, but it’s one of our “stretch goals”. We’re very excited about what’s happening there, we just aren’t ready to share the details yet.
Our new band of content designers working on wandering encounters are doing an amazing job and are ahead of schedule which just means that they can continue to pump out even more amazing content. Dave Lee, one of the designers on that team was recently on Firefall Live and shared some of the ideas that they are currently working on and we are extremely geeked to see more of that content coming online.
Read more on the Firefall Reddit page.


source:mmorpg.com
 
Rumor: Mark Kern removed as CEO of Red 5 Studios

(2 hours ago)
Sci-Fi, MMO Industry, News Items, Free-to-Play, MMOFPS, Rumors, Firefall
37

According to a recent report from Gamefront, Red 5 Studios CEO Mark Kern has been terminated by the company's board of directors, effective immediately. Vice President of Development James Macauly has apparently sent an email to all employees informing them of the change in leadership, with this latest dismissal coming in the wake of several previous layoffs at the Firefall studio. No official statement has been issued to the public by the company at this time.

An anonymous source within the company has also spoken out against Kern in The Escapist, claiming that the CEO was frequently absent and arrived sporadically to hand down arbitrary decisions. How true these statements are cannot be confirmed, although the company does hold a low rating for employee satisfaction overall. We'll have more on the situation if and when a statement is issued regarding Kern's continued employment or lack thereof.

source:MMORPG.comGamefront, The EscapistOfficial Site
 
Mark Kern addresses his departure from Red 5 Studios

(7 hours ago)
Sci-Fi, MMO Industry, Free-to-Play, MMOFPS, Firefall
22

Using a mixture of geek culture references, former Red 5 Studios CEO Mark Kern posted a brief statement on MMORPG.com to address his departure from the Firefall studio.

Kern referenced the event as his "Kobayashi Maru test" and insinuated that fans shouldn't fully believe what they may have heard. "While there have been rumors about whether I was demoted, terminated, or maybe even corporately executed, I will only say this: Remember that Han always shot first," he wrote. Kern said that he had fond memories of his time with the company and wished the studio success in the future.

Mark Kern was let go from Red 5 on December 19th and replaced by acting CEO James Macauley.

[Thanks to ArchDevi for the tip!]
source:MMORPG.comFirefall
 
Firefall getting 'rare legendary weapon drops,' lots of other stuff [Updated]

(1 day ago)
Sci-Fi, Game Mechanics, MMO Industry, New Titles, News Items, Free-to-Play, Firefall
53

Did you catch Red 5's dev round table on Twitch earlier today? I didn't either, but fortunately the Firefall Twitter account susses out several of the more interesting tidbits.

The team mentioned the MMO shooter's revamped progression curve, which has changed to the point that "you will feel the difference." In-game mailboxes, separate chat channels, "rare legendary weapon drops," and clicking-on-player-names-to-whisper are just a few of the features in the works. The game's HUD is now drag-and-droppable, and the crafting UI has a new and less confusing layout.

There's more where that came from, too, so click through the links below to read all about it.

[Update: The official site has updated with a dev blog outlining the Q&A!]
Source:TwitterOfficial site
 
Firefall patch takes us to the kingdom of the Crystal Skull Pirates

(3 hours ago)
Sci-Fi, Patches, Free-to-Play, MMOFPS, Firefall
11

A small update for Firefall is now live on the servers and with it comes a slew of small adjustments and additions including faster melee combat.

Patch 0.8.1745 reduced the cooldown of melee attacks from three to two seconds, while also making significant tweaks to the Electron battleframe. Get your Indiana Jones jokes in while you can, because the team has included Crystal Skull Pirates with this update as well. The pirates are rare enemies that offer up a special helmet if you can track them down and deliver a plasma-laced punishment.


 

Firefall (FF)

Red 5 Studios | Official Site
MMOFPS | Genre:Sci-Fi | Status:Final (rel 07/09/13) | Pub:Red 5 Studios
PVP:Yes | Distribution:Download | Retail Price:n/a | Pay Type:Free | Monthly Fee:n/a
System Req:
pc_icon.png
| Out of date info? Let us know!



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Firefall News - Path to Launch Hinted in New Tweet

on May 27, 2014 | 25 comments in our forums

The Firefall Twitter team has posted an enticing Tweet that indicates that players may soon have more information about how and when the game will hit its official launch.
Awesome news #Firefall Fans! We'll be posting our 1st "Path to Launch" Blog next week! We'll tweet a link to it once it's available to read.
— Firefall (@Firefall) May 27, 2014

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Firefall : On Demand Narrative Content Outlined

Posted Jun 17, 2014 by Suzie Ford


The latest "Path to Launch" has been published on the Firefall site. This particular issue is the first in a series that will introduce players and fans to new core systems being implemented into the game. In it, the team describes how players will be able to access "ARES Jobs", aka personalized narrative content "on demand", when arriving in a new zone due to the somewhat sporadic nature of dynamic content and ARES missions.
The most exciting aspect of ARES Jobs is the impact they have on the way you experience the overall world of Firefall and interact with the NPCs and other players who populate it. They give us a way to guide you through the world in an intuitive and unobtrusive way. When you reach a high enough level such that you would be better off in a different zone, a mission will appear in the ARES Job Board that will lead you to that area in your own time. It also provides a tool for organically introducing you to new content such as ARES Missions or thumping, either through creating jobs that specifically lead you to these events, or letting you discover them on your own as you travel to the location of your next objective.
ARES Jobs also help to make the world feel more alive. ARES Jobs can happen anywhere in the world, and other players are not notified if you are in the area working on one. This means there are a lot more opportunities to stumble upon a player in the world working on their own little mission, helping the world feel less like a large open area with only a few isolated interesting zones, and more like a fully populated world where people live and work.
Read the full blog post on the Firefall site.
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Read more at http://www.mmorpg.com/newsroom.cfm#w1MvYBuKXSaukr84.99


source:
mmorpg.com
Keep your eyes: on the Firefall site.


 
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Firefall : Launch Day Announced for July 29th

Posted Jul 08, 2014



Red 5 is ending one of the longest development cycles ever with the announcement that Firefall will finally hit its retail release on July 29th. Firefall will be free to play with an in-game shop filled with convenience and cosmetic items for players to purchase.
Firefall will be available completely free-to-play, with opportunities for cosmetic and convenience upgrades. Special Firefall Launch Packs are also available for purchase, which will include items ranging from the exclusive multiplayer vehicle to a digital soundtrack and a concept art-book.
“The update we are releasing for launch will be the largest update we have ever had,” said Macauley. “It will quadruple the amount of world space in Firefall and add roughly 15-times the amount of content we have had previously in Beta.”
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Find out more about preorder packages and much more on the Firefall site.







Read more at http://www.mmorpg.com/newsroom.cfm#bu3QvTSwoFK6MkEZ.99

source:mmorpg.com
 
Firefall officially heats things up on July 29

(6 hours ago)
6

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Long ago, in the ancient times of 2013, Red 5 Studios MMO Firefall was looking like it would live up to its name, and not in a good way. All PvP had been suspended, and even before things got to that point, the game's Jetball PvP mode was attracting less than three percent of its playerbase. That changes July 29 though, when Firefall exits open beta and experiences its official launch, bringing with it a ton of new content.

First, those interested in blasting their fellow humans in the face should know that PvP will return in the form of an open world tug-of-war featuring resource collection and base captures. The launch update will also open up new areas to explore, which will "quadruple" the size of the environment, according to Red 5 CEO James Macauley. "The update we are releasing for launch will be the largest update we have ever had," Macauley is quoted in a related press release.

Firefall will be free to play upon launch, but if you're desperate to see these new changes sooner, you can purchase an early access pack for $30 or $100, each of which come with a bevvy of in-game goodies.
[Image: Red 5 Studios]​
Firefall (3/11/11)




Continue Reading

source:Joysitq
 



Firefall : Just How Much Has Changed for Launch? A Lot.

Posted Jul 14, 2014 by Suzie Ford


If your first reaction to reading the title of this article was, “Wait, Firefall hasn’t been released yet?” I don’t think anyone would blame you. Originally announced way back in 2010, this MMO shooter has been struggling for the past few years to finally grasp hold of its original vision. From the overly convoluted original progression system, to a hampered PvP mode, nearly all facets of the game have undergone extreme renovations in the past couple years.
Read more of David Jagneaux's Firefall: Just How Much Has Changed for Launch? A Lot.
If your first reaction to reading the title of this article was, “Wait, Firefall hasn’t been released yet?” I don’t think anyone would blame you. Originally announced way back in 2010, this MMO shooter has been struggling for the past few years to finally grasp hold of its original vision. From the overly convoluted original progression system, to a hampered PvP mode, nearly all facets of the game have undergone extreme renovations in the past couple years.




With its Open Beta period originally starting just over a year ago, it would be no exaggeration to say that the game on the verge of releasing to the public is a much different game than what it once was. In the past year alone, the entire foundation of the game has been changed, brand new questing systems have been implemented, the company’s CEO has changed, and just about everything else you could imagine has struck Red 5 Studios in some way, shape, or form – but that isn’t stopping them.
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Getting to Know Firefall All Over Again
This past week I, along with a handful of other journalists from various other sites, were invited to Red 5’s studio in Laguna Hills, CA. We were welcomed with the information that this was in fact the first in-studio event that they had ever held, so excitement was definitely in the air surrounding the game’s impending launch status. After introductions and other requisite formalities, I settled down on a couch in front of a large screen with my notepad in preparation for the presentation.
James Macauley, Red 5’s current acting CEO, strode out in front of us and plopped down near the screen at a computer. As he booted up the launch build of the game, he walked us through the origin of the world just like it was a brand new game.
Firefall, the game, takes place 100-some-odd years into the future, roughly 50-60 years after a catastrophic meteor shower known as the, you guessed it, Firefall. This shower killed most living creatures on Earth, but led to a unifying effect that brought all of humanity together. Once faster than light space travel was developed, the ship known as the Arclight attempted the feat and failed, crashing back down to earth. In the failure though, a huge energy rift occurred that led to what is known as the “melding” and an outpouring of the alien species called the “chosen”. You begin the game as an ARES Initiative Battleframe Pilot – that’s the setup.
The back-story isn’t really any different this time around, but the mere fact that James spent a good chunk of time establishing the lore was a great sign. This is a constant theme I noticed throughout the presentation – every quest and activity is accompanied with well-voiced narration and details.
FF2_t.jpg

Tripling the PvE Content
The most striking thing about the game’s launch build for PvE is that the land mass is literally tripling. On launch, two brand new continents, one for mid-level and for end-game, will be available. Sertao is the mid-level desert continent with tons of brand new things to do and see. While I did not spend any time here during my hands-on time with the game later, James showed a handful of areas in the new zone during his presentation.
The best thing on display here, something that will exist throughout the entire game, is the newfound focus on dynamic content. While traveling across sand dunes, monsters would spawn out of the ground and start attacking, small villages could be overrun, thumpers could be called down for enemies to start mining for materials, and a whole host of other things.
In addition to those variables, the jobs you get on the new ARES job board are dynamic as well. You could take the same job three times and each time the game will push you towards new regions and areas to complete those objectives. In this way, the system works similarly to Skyrim’s radiant questing system.
Fast forward to my hands-on time later that day, and I was able to check out the end-game continent of Firefall, which is Devil’s Tusk. This entire region is overrun with lava and volcanic activity and just venturing a few moments outside of a safe area will immediately throw you into combat or an event. While exploring and fighting the challenging enemies with my level-capped character (level 40) I was reminded of Guild Wars 2’s Orr.
FF3_t.jpg

Since all 16 battleframes are leveled individually and can be accessed without paying a single penny, the dynamic content and ARES job board systems are absolutely crucial. It’s impossible to tell based on my couple of hours with the game whether or not they will work as intended, but the game is showing great promise overall. I fear that, despite the “dynamic” nature of the content, it will start to grow old once you get a few of your battleframes to their max level. If you’re just not into PvP, it could be easy to quickly clear all of the content that appeals to you.
Simplified Complexity
If you ever tried playing Firefall in the past, then there’s no doubt that you were treated to a confusing garage of options. You had to min/max each individual piece of your battleframe and it often felt more complicated that opening the hood of your car. Rather than scrap the system entirely, Red 5 decided to redesign this system to add layers of complexity as the game went on, rather than bombarding you with it all at the start.
Now, once again echoing ideas from Guild Wars 2’s trait system and other forms of alternate advancement in games, Firefall has introduced perks. As you level up, complete achievements, and finish content, you will unlock different augmentations known as perks. Every perk has a certain perk point cost attributed to it, as your character also has a perk point cap as well.
For example, let’s say you had 10 perks unlocked, 5 of which cost 2 points, 3 cost 4 points, and 2 cost 5 points. You would then have to mix and match your perks without going over your 10 point limit until you got the right kind of build that you wanted. Different perks are geared towards different battleframes, but all perks are available for ever frame as well. The system adds a lot of personalization with dozens to choose from.
FF4_t.jpg

Despite the issues that the game has faced in the past, Red 5 has always been great about listening to their community. As a result of that, the game will release with a ton of modability in terms of features and the overall user interface. Armies (guilds) have a huge 500 member cap and Firefall will even include built-in voice chat for parties.
Red 5 has gone great lengths to ensure that the server technology is top-notch and limits the amount of latency. In order to achieve this, the game has a dynamic cloud server system that puts up and takes down server clusters as needed and actually calculates player inputs by relaying them “in the past” to reduce lag. According to their tests it works great, but we won’t really know how it fares until thousands of people around the globe are all playing simultaneously. They also seem to be very focused on ensuring that the game is not associated with a “pay-to-win” mentality by offering only convenience and cosmetic items, not anything that could grant increased power.


Battling the 20-Person Group Boss
When a game has so much diversity on display with its classes, such as 16 battleframes in Firefall, large group instances always shine. At the end of our on-site event with the team, we were swept away as maxed out characters into a 20-person group instanced boss battle. The giant lava worm, Kanaloa, literally shook the earth as it growled beneath us.






I took command of CrunchyBeat, a pre-made character with a bevy of flame attacks at his disposal. Before entering the lair, the dev team stationed around me let us know a few key points. First of all, the lava in the room would be slowly rising as the battle progressed. Secondly, only the weak points on his back would yield any damage when attacked. Thirdly, most of his attacks could kill us extremely quickly. And finally, there were no respawns during the fight. This boss wasn’t a joke.
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The lair was arranged with a giant pool in the center and a collection of rock outcroppings surrounding it. Some platforms raised close to the ceiling around the outsides, while others hung precariously over the lava itself. Kanaloa had only a handful of attacks, but they were all extremely deadly. His favorite two were spitting giant fireballs/rock at players – something almost assuredly could one-shot anybody, and also erupting a giant stream of fire from his mouth. Thankfully rock walls were scattered sparingly that offered shelter from each of these attacks, that is, if you were quick enough to hide before getting yourself killed.
Our first encounter went disastrously as he wiped our entire party before losing even half of his life bar that stretched the length of our screens. After reviving and re-entering the instance, our resolve strengthened. This time, we put up one hell of a fight. As I hopped from platform to platform, pausing to launch explosions of my own at its exposed back, it seemed like we would be victorious. At one point, I even got the fanfare of a Red 5 Brand Manager as I revived him from the very depths of lava from which we struggled to avoid.
Alas, despite our struggle, the last member of our party fell with Kanaloa left at a mere 8%. We yearned to try taking him on once again, but our taxis to the airport were growing anxious outside so we had to leave. The team assures that there are a total of 3 large-scale boss encounters such as this one, but one of them is part of the campaign. The tactics involved reminded me of bosses from the Zelda games, which is far from a bad comparison to draw. I could easily see myself playing this one several times over, if not just for the entertainment alone. If the team can deliver more great end-game PvE challenges like this one, Firefall could be worth the wait indeed.
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The Wild West of Open World PvP
PvP is such a hard concept to manage for an MMO and especially for a game like Firefall. Not only does Red 5 have to create battleframes that are fun to play and balanced with the PvE content in the game, but ones that are also balanced against one another in the PvP parts of the game. Channeling the likes of Tribes, Unreal Tournament, and Planetside 2, the PvP in Firefall is on track to being something quite special.
The giant continent known as Broken Peninsula, is roughly around the same size as each of the PvE areas. The area is peppered with resource bases that must be taken over and controlled in a cross-faction tug-of-war for resource collection. The Chosen take over bases as their own and then different player factions can jump in to vie for glory as well. The system works similarly to most other open world PvP games, such as Guild Wars 2 and Planetside 2, with its own twists.
For one thing, the bases do not offer constant resources to the groups that control them. Instead, as resources are collected at the bases, they feed into a system that is on a timer. Once that timer hits the 15 minute mark, the entire zone is notified. This creates a mad-dash to overthrow and take control of a base before it allocates it resources, which creates an exhilarating roller coaster of battles throughout the region.
The lore friendly explanation for the region is that the entire area is unclaimed territory, similar to the Wild West. By instituting a “law of the gun” mentality, various corporations are in a constant struggle to control resource bases. In addition to the player battles, dynamic content from the PvE continents will bleed over into the PvP zone as well, adding additional elements of unpredictability. By being able to level up in PvP, players could very well spend the large majority of their time gunning down other players.
In the future, the team hopes to add features like being able to manually fly your respawn dropship, rather than waiting for it to circle the map until you’re near your destination, and even the ability to instate different game modes. Events like bounty hunts on specific players would add an additional element to the already deep open world gameplay, but it’s hard to tell how those would pan out.
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Final Thoughts Heading into Launch
There is no doubt that Firefall at launch will be a significantly better game than it was even just a year ago. The original vision for the game was conceived all the way back in 2006 when development first began and we are now in a much different game industry. The likes of Planetside 2, Defiance, Destiny, or even Borderlands didn’t exist at the time. As a result of enduring such an elongated development cycle, Firefall has had to evolve as it develops to meet the needs and expectations of an immensely demanding playerbase. The sights are set high and there is still plenty of room for improvement, but after spending some time with the game and getting a better idea of their vision, it’s hard not to feel hopeful for the future of the world’s next MMO shooter.
Tomorrow, I’ll provide more backstory on the history of the company and how James Macauley has taken the game to where it is today with details from my in-depth 20-minute interview.


| 28 comments

source:mmorpg.com
 
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Firefall: Open World PvP Shines in New Trailer Red 5 Studios has released a brand new trailer to show how open world PvP action will be a big part of the Firefall retail release when it hits on July 29th. PvP in the open world will take place on Broken Peninsula, an ... Read more...


Red 5 Studios has released a brand new trailer to show how open world PvP action will be a big part of the Firefall retail release when it hits on July 29th. PvP in the open world will take place on Broken Peninsula, an area that is attractive to players for its resource-rich environment. Players will be placed on teams of up to 20, with the area able to support up to ten teams of 20. Check out the video and let us know what you think!
Although capturing outposts is a key part of a successful strategy, the primary goal in Firefall's Open-world PvP is for players to gather as many resources as you can. However, resource collection in Broken Peninsula works somewhat differently. Gathered resources are not automatically credited to players. Instead, these resources are stored inside the base. What this means is if players have gathered a large amount of resources inside a base, but then another team comes and takes over the base before a successful transfer of resources takes place, the other team will get all of those resources.
When playing in Broken Peninsula, competing players are not your only opposition. By far the biggest non-player threats are the Chosen. The Chosen know of the value of the area, and they know that the Accord cannot afford the resources to properly secure it. As such, they will do anything in their power to prevent humans from transporting resources back to New Eden. This means that squads of Chosen will drop in and attack bases or thumpers in the area. On occasion, players may even run into Chosen Incursions or Death Squads.
Find out more about Firefall and its forthcoming launch.
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A
nd

Firefall reintroduces its open-world PvP


(2 hours ago)
Betas, Sci-Fi, Video, Game Mechanics, Previews, PvP, Endgame, News Items, MMOFPS, Firefall
12

In the lead up to Firefall's official launch on July 29th, Red 5 Studios has released a new video outlining the game's open-world PvP.

Formal PvP takes place in a separate zone called Broken Peninsula, where players are divided into corporate teams to beat the crap out of each other over resources, territorial bases, and a series of outposts and watchtowers that grant their holders special bonuses. NPCs called the Chosen do their best to interfere with players along the way.

How soon can a newcomer participate? "Firefall's open world PvP is primarily intended to be end-game content," says the studio, but skilled lowbies can "make an impact" at their own peril. Check out the video after the cut.
via: mmorpg.com & Massively
[Source: Red 5 press release]
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More coverage: Official site
 


Firefall : Red 5 CEO James Macauley Interview

Posted Jul 16, 2014


Leading up to the launch of any game is both exciting and stressful for a development studio. The excitement stems from the obvious relief associated with a game finally reaching its goal, but the stress is sourced in the anticipation of how it will turn out. While both could be sensed when I visited Red 5 Studios in Laguna Hills, CA last week, the excitement definitely overshadowed all else.
Read more of David Jagneaux's Firefall: Red 5 CEO James Macauley Interview.
Leading up to the launch of any game is both exciting and stressful for a development studio. The excitement stems from the obvious relief associated with a game finally reaching its goal, but the stress is sourced in the anticipation of how it will turn out. While both could be sensed when I visited Red 5 Studios in Laguna Hills, CA last week, the excitement definitely overshadowed all else.
James Macauley, the current acting CEO of Red 5, took over after quite the debacle regarding the former man-in-charge. Full details are still scarce at best, but suffice it to say that James was pulled up to the CEO role in less than conventional means. Nevertheless, he has done a remarkable job righting the ship and getting Firefall in launch-shape within a short timeframe.

Below you can read my full interview with James Macauley as we discussed the game’s long history, some of the big fundamental changes in store, as well as what is in store for the future.
David Jagneaux: First just tell me about how excited you are for launch.
James Macauley: I am really pumped for it. This is a very personal thing for us. I got pretty emotional last week checking out our stats of playtimes. Seeing that with player tests. Being on Steam is new for us and now we have access to piles of data: playtimes, average playtimes, and it was just very touching to see that we have finally arrived. It has been a long struggle, a long journey. We have been at this now for 8 ½ years and to finally reach the point where we are finally here. This is, truly, the game that we have always wanted to play. We have devs who have invested 70-80 hours in the last two weeks playing Firefall and I’m like, “Are you sleeping?!” because they are here working during the day and playing at night. Seeing that just warms my heart that the team making the game is so pumped and excited.
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DJ: What has the transition from VP of Development to CEO been like for you?
JM: It’s been an incredible year, really intense. A round of firsts and new experiences for me. I was asked in December to be CEO by the board. For the first couple of weeks, there was really a lot of stuff coming my way. I had been with the company since the very early days, I had a great relationship with the team, and people on the board. But there is a lot of new stuff. As CEO I had a lot of responsibility across the company with stuff like HR, Finance, Legal, Budget, and all that – those aspects of the business.
We have always been a small company so we didn’t have discrete silos as much, but it’s still a change of pace. It’s been exciting, and I feel fortunate that we have such amazing people. We have an incredible team across the board – operations, development, HR, marketing, community, business, finance – across the board we have an incredible team. That transitional period was a lot of new things coming my way. Very quickly it became, you know, having all the right people in the right places. People could take ownership and keep it moving forward in the right direction. It has been wonderful – it’s been awesome. Back on the game side, as a company you can really focus on launch, on the core experience and content that we have been dreaming of for so long.
DJ: Open Bet was on July 9th 2013, a year ago yesterday. How has the game changed for you in that year? Do you see it as realizing your vision, or has the vision changed?
JM: In many ways, especially for people that have been following the game would definitely say that we have improved a lot. At the core though, the core vision that we set out to make with this game, there were a lot of details and challenges along the way that we just had to figure out how to resolve. How do you do deep character progression and crafting in an MMO, but in a skill-based shooter? How do you balance those two seemingly opposite worlds? Well, as you saw, at least I think you noticed, last year we had a major focus on eSports. Well, we had to learn a hard lesson and go through those troubles of spending a lot of time as a team to invest in technology. We had our spectator mode, our leaderboards, our matchmaking, our skill rating system, I think 6 or so arena style maps and we even had jetball. We spent a lot of time focusing on that and then we realized it shouldn’t have been the core part of Firefall, not a primary goal. But appropriately, an early dream that we had was for a game with true open world PvP. The design experts always talked about PvP and the dream they had, like Scott Youngblood, one of our Lead Designers who worked on the Tribes series, has been trying to make a game like this for years.
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DJ: Looking back at your tenure as CEO so far, are there any things that you wish could have been better, if you knew then what you know now?
JM: On a personal level, I am always trying to improve myself. I am trying to look at situations and see how I could have done better and communicated more clearly, achieved the goals. That’s something that we as a company always try to do and improve ourselves. As a company, one of our core values is “Inspire Excellence” so I internalize that. I try to think of how we could do better as a company, how I could help people do better, how can I support them, help them get more focus? That sort of stuff.
DJ: There has been a shift from overly complex systems such as the overly detailed battleframe customization and now it’s primarily about leveling and perks with a more traditional progression system. What do you think spurred that shift?
JM: We did our research and made some interesting observations. First, once players got into the game and played a bit past a certain point, like let’s say 2 hours, the drop off rate significantly decreased. Players tended to be hardcore and play for hundreds of hours at that point. However, we saw a huge number of players drop off within that initial 2 hour window. So by looking at data and the metrics that we have, and also just talking to people with surveys and such to players that didn’t return, we clearly saw some things.
It wasn’t clear how to play the game. The content was not directing players and our core systems were complex enough that it was really hard to understand. I mean, you could see things in zone chat where people were asking basic questions like “What am I supposed to do now? What should I be doing?” We recognized that as an opportunity to then step out and say: “How do we build out this world of dynamic content, but still give the player direction in where to find that content?” That’s where you see things like the ARES job boards coming in as a solution to that sort of problem. That was born out of that discussion. Players complained about not having enough story, and we have a huge backstory already developed, but it wasn’t coming through in that dynamic content.
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In Open Beta though, we just got so focused on dynamic content, but not as much on the story. That’s where we needed to improve. So we decided to create content that had a lot of voiceovers and characters that build up this story. So if you play through the jobs, of which we have hundreds now, you can start to piece together this world that is war torn in the future and has a lot of problems. I mean you have the catastrophic firefall itself, the collapse of the arc light, the attacks of the chosen, the melding – it’s a civilization that has gone through a tough time and now you start to see and feel that and that’s coming out of the content we are building after open beta. This is all stuff that we are creating based on how players are responding.
When we originally launched Open Beta, we had a far more complex progression system. We of course thought it was adding lots of depth; we wanted lots of customization, min/maxing, theory crafting, etc. In the end though, it was just complexity for the sake of complexity. We didn’t really end up achieving depth at a fun level, but instead just ended up confusing and frustrating players.


DJ: So instead of being rewarding in and of itself to understand, it was just confusing to everyone.
JM: Yes exactly. A clear example I think was that, in order to advance your battleframe you had to not only go out and kill creatures and do dynamic encounters and earn XP, but you also had to know to go find a garage in town to unlock mass, power, and CPU. Those were the different constraints on battleframe progression at the time. I don’t know if you remember all that.
But then to unlock all of those things and actually use them, you had to go back out and gather the correct type of resources and come back at higher levels and click this and click that. Even after doing all of that, you didn’t really get a sense of satisfaction because yeah okay, you have more mass, but now what? Well, now you need to go find a stage 2 plasma canon to take advantage of your increased mass.

If you want that added layer of addition depth, then you can go and check out the marketplace, or you can start crafting, or using weapon modules, you can mod out each of your weapons and abilities. Then even higher on you ca unlock perks that add an even deeper layer of depth. Perks allow players to customize each individual battleframe to be exactly how they want it, so they can specify the perks for their standard PvE gear, and then customize out their PvP battleframes, and even use different perks for different situations.
DJ: How do you balance simplifying the game and making it more accessible, with still giving players enough content for depth? Are you concerned the streamlined nature of the progression system will put-off players looking for a more detailed system?
JM: Well, we layer on top complexity at higher levels, rather than the brick wall that everyone ran into at the start before. The new player experience is much more welcoming now and if you don’t know what to do at all, if you don’t know anything at all, you can still go shoot stuff, level up, and have progress. We try to do a really good job with the intro sequence of explaining the concepts and showing you how to make changes, but even if you can’t do that, you can still figure out how to progress in the game.
We no longer ask players to do things that are off-putting right off the bat. We aren’t going to have brand new players calling down thumpers and getting thrown headfirst into the crafting system – which is what we did once upon a time. Instead, we have the content direct you on where to find content and give you options regarding what you want to do. That’s extra complexity that you don’t need as a brand new player. Stuff like thumping is important, but we don’t want to overwhelm people.
The game is a ton of fun; it really is, so we want to try to help new players get into the game as soon as possible to see where the fun is at. All the depth is great and it’s still there, but simplifying the new player experience specifically was really important for us. To give you an example, in Open Beta we did some surveys about the glider pads. We found that a large majority of players would hop onto a glider and then immediately nose dive directly into the ground. That wasn’t what we wanted.
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As you saw in the demonstration earlier, now we have rings that appear on screen to provide guidance. After adding those in, players no longer nosedived on their first gliding attempt. By just adding a couple small things like a voice over and rings on the screen and the game immediately became more approachable and welcoming. We have approached every single element in the game in that same fashion. The first mission has you ascending platforms that require the liberal use of your jetpack. We don’t want there to be any chance that a new player might miss the point and not realize how important the jetpack is for moment-to-moment gameplay at all times. Those types of concepts and underlying systems are the types of things that we try to introduce methodically and consistently as early as possible to get people into the game and, most importantly, into the fun.
DJ: It has been such a long process. Now that you are finally nearing the finish line, how will you measure success? What needs to happen in order for you to finally feel like Firefall has lived up to expectations and become the game that Red 5 has always wanted to make?
JM: Well, first of all, we don’t really look at it like the finish line. It’s interesting because it has been a long, long journey, but we honestly look at it like the starting line. In all seriousness, we use that terminology here in the studio all the time. In the old days for example, you used to have a finish line where development on a game ceased and you had the guy that hopped on a plane with the gold copy of the game who flew over to the manufacturing plant to get production started as soon as possible to start making discs. That was always the moment that everyone would say, “WOO! CELEBRATION! WE’RE DONE!” and the whole team would disappear and go on vacation.
It’s interesting though because with an MMO like Firefall, we are building an online service. We have been working hard as possible to make this the best game possible. You would all think it’d be nice to relax after launch, but in all truth, that’s when the real work starts. Ideally, we will have loads and loads of players knocking down our doors asking for a patch to fix this bug, or some new content to play, or a new update – those are things we need to be ready to deliver on.
Going back to your question though, measuring success, it would be having that opportunity. Having a great enough success, having the word spread enough, and having enough players to keep the game and momentum going strong.
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DJ: What has that struggle been like, trying to stay relevant? You guys have pretty much gone off the grid for the past few months, was that an intentional thing?
JM: We intentionally went dark. In the past we had really tried to support beta, building a fan base, creating a community, responding to every concern, etc. but that wasn’t something we could do in the place we were at. When you’re trying to implement major architectural changes to a game like we were, it’s hard to do that in parallel with the other stuff. You can’t both overhaul the game and support the current build. As a result, we decided to go radio silent for the majority of this year so we could just focus on getting the game ready.
DJ: Thank you so much for your time James. It was a pleasure speaking with you and I wish you the best of luck with Firefall’s upcoming launch!
JM: Thanks so much David. It was great talking with you!
Based on what I saw at the event and played with my own hands, I can say without a doubt that the game appears to be on the right track. James and the rest of the team are clearly tired of being all talk and are ready to let the game simply speak for itself.
If you want more details on how the launch build of Firefall is changing the game from the ground up, head over to my in-depth hands-on impression for the full rundown.


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Firefall : Endgame Spotted in Giant Titan Battles

Posted Jul 22, 2014



As the launch date for Firefall approaches, Red 5 Studios is ready to reveal more information about the endgame. Titans will reside in their own special instances and require a team of up to twenty players to defeat. The official site has been updated with information about two of the Titans players will face off against: Kanaloa and Baneclaw. Head to the Firefall site for more information.
Long time players will recognize the terrifying yet strangely adorable monster known as the Baneclaw, and we’re excited to announce that it’s gotten an update! For those who are unfamiliar, Baneclaw is a scarab which has been mutated by the Melding and grown to a massive size. Targeted attacks and numerous hellclaw minions will keep you on your toes as the Baneclaw rolls in and out of the arena, meaning you will need eyes on the back of your head to make it through this encounter alive!
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Red 5 Reveals New End-Game Foes In Anticipation Of Firefall Launch

Preview
on Jul 22, 2014 at 04:35 PM
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Watch as the lava worm Kanaloa the Destroyer tries to scorch humanity's last hope for survival.
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Firefall : Launch Day Arrives

Posted Jul 29, 2014



Firefall has finally exited all phases of beta testing and now is in full retail release as of today, July 29th. Firefall is available in North America, Europe, and Australia for the PC platform through Steam and through the official game site.
While Firefall is free to play, interested fans can purchase a Digital Deluxe edition for $99.99 that includes several in-game perks and three months of VIP membership or a Digital Starter Pack for $29.99 that also includes in-game perks and a month's worth of VIP membership.
"We designed Firefall to be our dream game, and now the team at Red 5 Studios is humbled and thrilled to see this dream become a reality with the launch of Firefall today," said James Macauley, CEO of Red 5 Studios. "Firefall is built from the ground up to be a true AAA MMO experience which allows players to explore a post-apocalyptic Earth through a well-narrated campaign and engage various threats through action-packed, skill-based combat."


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Find out more on the Firefall site.


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Firefall : Review in Progress #1

Posted Aug 01, 2014



For all intents and purposes, Firefall “launched” in 2013. But a lot has happened at developer Red5 since then, and much more has changed with Firefall the game since the departure of former CEO Mark Kern. For those reasons, we’re re-reviewing Firefall over the next couple of weeks to paint a more accurate picture of where the game stands today.
Read more of Bill Murphy's Firefall Review In Progress #1.

We reviewed Firefall initially when it launched into Open Beta last year. The reasoning was pretty simple: it wasn’t a finished game, but it was open to all comers and was taking player money. Along with that, there were no more progress wipes happening on player accounts. For all intents and purposes, Firefall “launched” in 2013. But a lot has happened at developer Red5 since then, and much more has changed with Firefall the game since the departure of former CEO Mark Kern. For those reasons, we’re re-reviewing Firefall over the next couple of weeks to paint a more accurate picture of where the game stands today.


I’ve spent the past couple of weeks tooling around with the new narrative campaign missions, random world encounters, and ARES job boards. Altogether, the PVE component of Firefall has come an incredibly long way in terms of content to partake in. Much of it is still not 100% bug free, as I’d imagine it took herculean efforts just to get FF from where it was at Open Beta to where it is now. That’s no excuse for a lack of polish mind you, just the truth of the situation.
The UI has come a long way in terms of functionality too. The calldown menus, as tricky to navigate as they can be, never quite gave the player enough options when it came to consumables, vehicles, and other reusable items. Now Red5 has added four more hot-key slots on top of the Battleframe skill hot-keys, so that players can put their rides, glider pads, consumables, or pets on specific hot-key. Thank the lord for that! On top of this, the Battleframe Garage (character sheet, basically) that allows swapping equipment from pretty much everywhere now. You can’t repair unless heading to a town and physically visiting the BF Garage, but that’s a moderate timesink at best.
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As you can see in the video above from last week, I’ve come to really enjoy the level-based progression of ARES Missions and the campaign system. I know some former Founders of Red5 might not like the more “themepark” direction Firefall’s taken, but let’s be honest: its former incarnation was not working. It had languished for so long in this pseudo sandbox world, that honestly the narrative based leveling progression works best here. There’s still an end-level PVP zones that’s in constant turmoil for control of resources, and Red5 has plans to further flesh out PVP as one of the game’s more “sandboxy” elements with building, more territory control, and more. They even plan on bring back the match-based PVP arenas at some point, but not until they’re absolutely certain it can be done right this time.
I’m only about level 20 with my Firecat frame, as I keep bouncing around frames to test them out, courtesy of the new updated Founder’s pack that Red5 provided me. I’ve got some ways to go before I cap out with one frame, and work on others (the Frame system works a lot like Final Fantasy XIV’s class/job system). At 40, the game’s raids are available, hard modes for all dungeons are available and other typical MMO standards. What really intrigues me is how far Red5 is going to go in order let players direct the next pieces of the world to be free of Melding.
The overall map size has increased three-fold, not including the PVP zone Broken Tusk, and if you zoom out on the map you’ll see the whole wide world… most of it completely covered in the mysterious and deadly Melding from the Firefall crash. The truly ambitious part of Firefall, and the main thing that remains from the game’s original goals, is to dynamically let the players pick and choose where to push back the Chosen bad guys. In doing this, eventually, the game’s playerbase will unlock whole new territories to explore, find new weapons, new frames, and more story. There are two pieces of the old Firefall still covered by the Melding, currently undergoing reworks until a.) they’re ready and b.) the players work to uncover them. The leveling and mission taking may be rote by now in the MMO world, but the randomly generated events, Chosen invasions, and overall goal of player-guided storytelling are what will keep me playing Firefall, even if not as my main MMO.


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Next week we’ll talk a bit more about crafting and the many changes it’s seen, plus hopefully some of the PVP content, as I’ll head early over to Broken Tusk to die for you, dear readers. Below is one of the game’s first 20-man boss fights: Kanaloa (appropriately placed in what used to be Hawaii). It’s possible that Firefall’s shooter roots will make raids and dungeons more interesting than in your typical MMORPG, but I’ll reserve judgment until I see them for myself.
Right now, I’m just enjoying the verticality of the world, the solid narrative design, and the freeform crafting of my own perfect Firecat Battleframe. I can’t yet say whether Firefall is going to be a longterm sort of game, but so far it certainly feels like a F2P MMORPG that doesn’t just try to roofie your wallet and take its virginity every five minutes. If you’re so inclined, you can unlock all of the battleframes by spending money, or you can simply buy them with in-game currency. In fact, most of Firefall’s for-cash options are about vanity and convenience. You won’t see someone more powerful because they spent money. The five basic battleframes can tear up even the richest whale if the player has the skill. This is a shooter MMO afterall, and while gear and level improve a player’s stats, a better player is still a better player.
Firefall really needs more time to polish the annoying bugs in its UI and missions, but I’m still in awe over just how far the game’s come since open beta. I’ll admit it freely now: I was too kind to Red5 with my initial 7.7 score. I graded the game back then based more on its premise and promises, than what was actually there. Firefall of 2013 was likely more in line with my own score for Defiance back then. I can’t guess right now where this new score will fall, but I can say that the Firefall of today is nearly a whole new game and that I’d suggest anyone give it a shot. After all, it’s free… what do you have to lose?
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And
Firefall partners with The9, Qihoo 360 in China

(1 hour ago)
Sci-Fi, MMO Industry, PvP, News Items, Free-to-Play, Firefall
7

Firefall finally launched in the West this week. Red 5 also entered into a business agreement with Chinese megapublisher The9 and Qihoo 360 to bring its long-gestating sci-fi shooter to the Far East. The deal will last for three years and will see profits and equity split equally between the The9 and Qihoo 360, according to GamesIndustry.biz.

[Thanks D Houser!]

 
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Firefall launches its referral program

(2 hours ago)
Sci-Fi, News Items, Free-to-Play, Promotions, Firefall
6

Are you playing and enjoying Firefall? That's great, but if your friends aren't, the game might be just a little bit more lonely. You could abduct your friends and chain them in front of a computer with the game already loaded, but that seems a bit extreme, not to mention really illegal. Maybe you'd be better off just taking advantage of the game's referral program to drag your companions into the game. That's legal, and it offers some nice benefits.

If you refer someone who creates an account, you get night vision goggles, as pictured above. Score one for you! Meanwhile, if said friend goes on to purchase some Red Bean, you both get 10 extra Red Beans. So if you have friends who aren't yet playing, send a mail and see if you can't get them to sign up after all. It's cheaper than buying chains and secondary computers, too.

 
Firefall Engineer battleframes get 25% XP boost this weekend

(5 hours ago)
Sci-Fi, Classes, Events (In-Game), Game Mechanics, MMO Industry, News Items, PvE, Free-to-Play, Firefall
8

Are you thinking of playing the Engineer battleframe in Firefall? If so you'll want to log in between August 15th and August 18th to take advantage of Red 5's Accord Engineer Battleframe Weekend. You'll get a 25 percent XP boost and you'll get to goof around with all those spiffy deployable devices.

The "Engineer excels at locking down an area and providing a safe location for its allies to resupply, " according to Red 5's announcement post.

 



Firefall : Much Better, But Still In Progress

Posted Aug 22, 2014


All MMOs are a work in progress long after launch, I get that. But Firefall from Red5 Studios is a particularly special case. Years and years into development, the game has seen complete re-works on several occasions, the most recent of which came after the founder and CEO Mark Kern was removed from his position. Development went dark, and Red5 went hardcore and all-in towards making a game in which they all believed.
Read more of Bill Murphy's Firefall: Much Better, But Still a Work in Progress.
What kind of game is Firefall? It’s a full on MMORPG with third and first-person shooting mechanics. There are dungeons, quests, a main storyline, an open world PVP territorial conflict, complex crafting, and Red5 promises to keep the story progressing and the world revealing via the user’s own decisions. In short, Firefall is now a unique world and game experience, wrapped more closely around traditional MMO conventions. And as odd as it sounds, it’s a better game for this sort of assimilation. But it’s not quite 100% where it needs to be.
I was originally too kind in my assessment of Firefall, giving it a 7.7 rating when it hit open beta. In hindsight, I was rating the game on what it wanted to be, rather than what it was at the time. Back then, FF was more in line with the score I gave Defiance (6.6), but let’s just say I hate numbers and I still stand by the words I wrote back then. Firefall is and was a game filled with immense potential and deep systems. These days though, with the launch version, Red5’s flagship game is far more engaging, largely because the team’s worked incredibly hard to craft a narrative and add direction alongside the deep and layered crafting systems.
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I won’t spend too much time explaining thumping as it’s largely unchanged, though crafting’s been reworked to be far more approachable. It’s still the best way to get the items and gear you want. Plus you can slot your weapons, skills, and so forth. These add to the power of your weapons, and your Power Rating affects your overall DPS and ability to lay waste to enemies. It’s probably the most important stat in the game, so be sure to always go for items with a higher power score. It’s kind of like a Gear Score, but you’re not going to get gated out of content because of it. You can still tweak your armor color and looks with decals, and a great many more cosmetic items have been added to make you stand out. It could still use more to make you look less like “generic human #1000” in terms of faces and hair, and I’d love to see a custom dye system to allow me to color each part of my Battleframe, but there’s enough there for now to let you make your character your own.
Like FFXI or FFXIV, one character is pretty much all you’ll need too. The world is handily divided into level-specific areas, so you’ll always know where to go. Plus they’ve drastically increased the overall landmass of Firefall, which you’ll now comb through from level 1-40 and beyond. Your classes are your “Battleframes” and you can swap them at the Battleframe Garage anytime you want to try another class. Each levels separately from the next and gear you find and make can be shared among them. There are five basic frames to start with, and the rest are unlocked either with Pilot Tokens or real money, or by converting in-game currency to Red Beans (cash shop currency) and buying them that way.
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Each time you level one frame to 40, you’re given enough Pilot Tokens to unlock another Battleframe, so the patient will never have to spend a dime to unlock classes. The folks with money to spare or those looking to support Red5 can buy them with real-world cash. And since the five basic frames can do just as much damage and kill just as effectively as the others, I would not refer to this system as Pay-to-Win. You can’t buy better skill at shooters, and a less skilled person will always fall to a pro (or a hacker). Though maybe I’m lucky, I haven’t seen much hacking going on in Firefall yet. I hope it stays this way, and maybe some other players can report on their findings in the PVP zone.
The visuals of Firefall are still a mixed bag. You’ll either love the anime cel-shaded look, or you’ll hate it. Personally, it’s grown on me. I still think faces can look weird, but the vistas, monsters, effects, and overall world are absolutely gorgeous especially on higher settings. The performance is usually solid too, unless you’re having internet issues or the Red5 servers are. Then things become increasingly frustrating as since FF is an FPS, gameplay becomes impossible. Thankfully, the server issues are fewer and farther in between, and the only real lag I see most days is the lag between mission steps on the Job Board.


The Job Board is the new “constant content” providing tool for Firefall. There are several hundred new missions added to the game with launch, each of which provides a nice side-story to the overall arc you play through with Oilspill and Aero. Most of the jobs involve running from one objective, killing things, and moving to the next, but perhaps because of the action oriented nature of the game, I rarely tired of the experience. It was more of a chore to do the traveling than the jobs themselves. The Job Boards are just a tiny step above standard Quest Hub mechanics, because at least they’re fully voice-acted and at least the combat is always engaging.


The best parts of Firefall’s PVE come in the form of multiplayer campaign missions and the dungeons you unlock later in the game. Yes, there are even 20-man raids in Firefall, and they’re seriously fun stuff. I’m chuckling at myself as I write this, because here is a game that once again uses “quests” as a means of progression, and I’m loving it. Truth be told, you can simply do the random world events and invasions, as well as crafting and thumping to progress too, but the Job Boards are the main crux of the leveling experience. They become a little tiresome on your second or third time leveling a Frame, but the random nature of world events helps to break things up.


The world events like Chosen Invasions, Melding Tornadoes, and so on are not your typical “on cycle” GW2 dynamic events. They happen all over the place, sometimes at the worst time possible in the middle of a Thumper event, and they become magnets for co-op player activity. Everyone rushes to push back the Chosen, everyone joins in for large Thumper battles, and everyone works together. These events are when the game feels the most exciting, and the same can be said about large fights in the open PVP zone. Join a Clan for the latter, as loner mercs die fast.
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Grouping, when it does happen, has built in voice chat, but the tools for organizing your Clan, your friends, and so forth are a little hackneyed and could use some polish. The UI has undergone a lot of changes and is more responsive than ever, but it still could use some TLC as a lot of things still don’t quite flow well enough.



It’s also worth noting that Firefall is free. And those players who did buy the Commander’s Packs and the like way back when still have all their goodies. The new Founder’s Packs are also a steal, coming with all the Frames unlocked, a two-seater car, and a reusable glider pad that has less of a cooldown than the other ones. But if you don’t want to shell out, you won’t be worse off. You may have to do some work to unlock all the frames, but leveling to 40 doesn’t take long, and saving up resources to convert into Red Beans can be an easy thing to do too, depending on the churn of the market (the currency conversion works like CREDD in WildStar or Gems in GW2 in that it changes based on supply and demand).
Simply put, Firefall is one of the most robust and best-playing F2P MMOs you can find. Its combat is stellar, gliding never gets old, and crafting is a truly worthwhile venture. The notion that players will push back the melding (see the embedded trailer above), and pick what parts of the world are uncovered next is an exciting one. It seems that after all these years, Red5 finally knows exactly where they want to take Firefall. I just hope plenty of people give it the shot it deserves to help see it to its destination.

  • GAMEPLAY: 8 – With direction and tons to do, Firefall will keep you busy.
  • VISUALS: 8 – A bit of a mixed bag, but looks stunning on high.
  • POLISH: 6 – Though progress is made often, there are still a lot of bugs.
  • SOCIAL: 6 – Multiplayer content is there, but you’ll spend most of your time solo.
  • INNOVATION: 7 – From the story to the mechanics and systems, Firefall does a lot to stand out even if it relies a little too much on standard MMO questing.
  • LONGEVITY: 7 – With over a dozen frames to level and lots of crafting to master, it should last you a while.
  • VALUE: 10 – It’s free, with a cash shop that’s comprised of convenience and cosmetic items. ‘Nuff said.
Final Score 7.4


Pros
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Deep, very useful crafting
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Great combat
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Lots of content Cons
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Can be grindy at times
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Needs better social tools
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Still buggy
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Read more at http://www.mmorpg.com/newsroom.cfm#qrAuYcMhIagdqZf4.99

source:MMORPG.com
 
The Stream Team: Firefall's farewell

(2 hours ago)
Sci-Fi, Video, PvE, Free-to-Play, Massively Meta, Hands-On, MMOFPS, Post-Apocalyptic, Livestream, Firefall, The Stream Team, MMORPG
3

Massively's Mike Foster is prepping for one last go-round with Firefall, the subject of this month's Choose My Adventure. According to the results from last week's poll, readers are hoping to catch a glimpse of Firefall's newly-implemented campaign in action. So, with guns blazing and rocket boots flaming, Mike steps once more unto the breach. Join him live at 7:00 p.m. EST.

Game: Firefall
Host: Mike Foster
Date: Tuesday, August 26th, 2014
Time: 7:00 p.m. EST

Enjoy our Stream Team video below. Continue Reading


source::Massively

 



Firefall : Hazardous Research Live Event Now Through September 12th

Posted Sep 02, 2014



The Firefall site has been updated with information about a new live event that will run from now through September 12th. Called "Hazardous Research", the event will give players the opportunity to participate in a pair of dynamic events that give a chance at an awesome new weapon and credits beyond the normal daily limit.
Doctor Francesca Tellano, an Omnidyne-M scientist, is leading a research project involving a strange phenomenon that has been observed in both New Eden and Devil’s Tusk. Toxic Aranha are a known and well documented species, but in recent weeks, reports have been popping up of other aranha species that appear to have been contaminated by the Toxic Aranha’s toxins. Omnidyne-M is working on discovering exactly why this toxic effect suddenly began jumping species in the interest of potentially applying similar effects to some of their offensive technology.
Read all about it on the Firefall site.
FFLive.png
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Read more at http://www.mmorpg.com/newsroom.cfm#XfFmCHTPJmz3dGt2.99
 
Exclusive: Firefall's Elemental Destruction update launches September 16th

(10 hours ago)
Sci-Fi, Screenshots, Events (In-Game), Game Mechanics, Lore, Patches, Previews, News Items, PvE, Free-to-Play, MMOFPS, Dev Diaries, Firefall
22

It's official: The newly revitalized Firefall is due to release its first major update, Elemental Destruction, next week -- on Tuesday, in fact. The patch is bringing new dynamic encounters in addition to abilities and weapons. And if you're a Firefall nut, then today is your day because Red 5 Design Director RudiKazootie has penned an exclusive dev blog discussing in detail the five new dynamic encounters being introduced with the update. Enjoy the full read and new screens below, and keep an eye out for Friday's edition too. Continue Reading


source::Massively

 

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