Hands on With DUST 514

30.03.2012

Players in completely distinct games, working together to accomplish a singular goal: this is rare, if not a first. And CCP noted that this was something that they implemented for the first time in the office a few weeks prior; and that their ideas for cross-platform combat are aimed far beyond bombarding console gamers from space.

While the core gameplay of DUST 514 isn't as revolutionary, it felt as though it will be able to hold its own among the annual Call of Duty and Battlefield releases. I played a traditional team deathmatch, but the core game type will see players capturing terminals so that their team's mobile command vehicle can dock on the map, while depleting the defending team's reserve of clones.

Clones are central to EVE Online's lore: players in EVE and DUST 514 are ostensibly immortal, transferring their consciousness to a new body upon death. In DUST 514, teams will have a cap on the number of clones you can bring into a battle. Once you're out of clones, you won't be able to respawn, all but ending a match.

Dropsuits and central to combat. They're DUST 514's take on traditional first-person shooter loadouts, offering a range of bonuses to mobility, defense, and weapon capacities. An assault dropsuit will allow you to be nimble, but a heavier dropsuit will offer better defense, and the ability to carry larger weapons. Players can fully customize their dropsuits, and this is where the microtransactions come into play. CCP insists that the game won't devolve into pay-to-win scenarios, but it was tough to get confirmation on just what exactly players would be able to purchase.

The large player count --24 vs. 24 was announced-- lends itself well to DUST 514's vehicles. I saw three vehicle types (Light Assault Vehicle, Heavy Assault Vehicle, and an aerial Dropship), and each felt that it had a very unique purpose that depended entirely on the situation at hand.