BURST FIRE REVIEW
GRAPHICS
Engine- Phylon utilizes the Aura 3D Engine, designed by Aaron Boucher and possibly one of the first game engines developed for the MMOFPS genre.
GUI – The GUI is fairly standard on an MMO scale; slotted inventories with drag and drop crafting.
Environmental Graphics – Comic style graphics, don’t expect intensely rendered environmental graphics. First impressions felt almost on par with an RPG from the Nintendo 64.
Weapons – Weapons are both comic and futuristic. Hand held weapons are mildly exaggerated in both size and shape.
Character Customization – Phylon is limited to template-like body part selections. Eyes, Face, Hair, skin color. You may choose between 3 separate races, male or female.
GAMEPLAY
The Concept- Quote “Bloblic Colossal Imperium, hungry for dominance, the Amphibian Resistance, leaping into glory, or the Terran Colonies in their struggle for control of the Planet Anura.” Short and sweet: Blobicons (3 eyed fatty’s) + tiny frogs with guns + cryogenically thawed humans = Phylon
PvP – It’s possible, just don’t expect it unless you go into the arena. Yes, there is an arena.
PvE – For the first few weeks of the game, this will be what your game is focused on. Point A, Find an NPC. Point B, he tells you to kill 10 crawling bugs. Point C, go back and get your reward. Point D, go back to point A. Grind and grind some more.
Character Development – Level up and your bullet impact somehow becomes stronger. Gain more health and more armor options with every level.
Clan Options – There are terminals to join/create a guild. Joining up gives you special skill attributes.
Dwelling –No Dwellings. “Hey peon! Get a hold of the guild coordinator and have everybody login at a quarter-after. Let’s meet in front of the pitchfork.”
Loot and Death – Start back at the instance starting point when you die. After you’ve reached higher levels your body becomes lootable, better hurry up and get that rare gear!
Massiveness – Supposedly able to handle 32-64 players on a single map at a time.
Persistence – The world and the stories should remain the same for each respective empire. Your character will remain the same with each login.
TWITCH
Head/body Shots – Shooting a foot has the same damage impact that shooting in the head does. If you can hit the square that equals character X you will cause Y amount of damage. While the amount of damage given or take is dictated by your character stats and weapon.
Character Movement – Jumping is painfully unrealistic, when a character jumps he goes up 4 feet and down 4 feet within a millisecond. Walking feels like gliding. These minor things shouldn’t really matter anyway because you’ll be on a jetpack most of the time, which is actually quite new and enjoyable for an MMO.
Targeting – Although the target is as simple as aiming at a box, there is no auto aim. Although sometimes you wish there was when you get into the endless PvE grind.
Firing – bursts are controllable.
Reloading – for the most part, just wait for your guns battery to recharge and start shooting again.
Lag – As long as players stay at the expected level (32 players on a map) expect minimal lag.