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Halo Fest 2020 – Legends

It’s around this time that Halo really started to feel like a franchise. Sure, the games were huge, and we had all the usual swag that comes along with that: action figures, t-shirts, posters, etc. We’d also had a fair number of novels and comic books to further flesh out the Halo universe. There were even confirmed whispers of a Neill Blomkamp directed big Hollywood movie that Peter Jackson was to be heavily involved with producing circulating for a while. In terms of video games though, 2009 wasn’t only the year that gave us Halo Wars, but also the first spin-off game by Bungie themselves, Halo 3: ODST.

This was also the year that 343 Industries started releasing work related to its future takeover of the franchise (with Bungie set to leave after it fulfilled its contractual obligations with its next major title, Halo Reach.) Co-developed with long-time Halo contributors Certain Affinity, Halo Waypoint was (and despite changing a lot over the years, still is) the official community hub for the Halo franchise as a whole. While it wouldn’t immediately have all of the features we associate with it these days, like stat tracking and file sharing, it did launch with the now tradition of hosting some exclusive Halo content. In this case, some parts of the next 343 Industries project, Halo Legends, were dribbled out leading up to its home video release.

Cal-141, always keeping an eye out...
“Cal-141, always keeping an eye out…”

Halo Legends is a feature length anime anthology movie. The choice for this to be legitimate Japanese animation (produced by some very notable studios and directors) is definitely a little odd as Halo always felt very “western” to me, and, in aggregate, the Xbox has always done rather terribly in Japan. Perhaps Halo Legends was an attempt to win a few more Japanese fans, or maybe it was just aimed at the neckbeardiest of Halo fans who’d see their favorite video game franchise combined with anime as the absolute pinnacle of media. Personally, while I rarely watch any of it these days, I was a huge anime fan in the 90s, so the marriage of Halo and anime carried some appeal, even if I was already starting to tire of it by that point.

As an anthology, I think we need to look a little closer at each of the individual parts. I’ll try to make this quick and avoid any direct spoilers:

Origins I: Taking place after the events of Halo 3, Cortana tells a nice high-level summation of the background of the universe, focusing particularly on the Forerunners and the Flood. The animation of this part is some of the weakest in the entire anthology, which isn’t an amazing first impression, but as a Halo fan I really like how concisely the lore is presented here, especially considering that up until this point the Forerunners were always presented in the most enigmatic way possible. In comparison, this is practically an infodump. It was early into this episode that the music caught my attention, with some awesome use of familiar pieces from the series here and throughout the rest of Legends.

The Duel can definitely be visually striking.
“The Duel can definitely be visually striking.”

Origins II: Cortana continues her narration, although her descent into rampancy is starting to show as she gets just a little ranty about humankind’s obsession with war as she describes it settling offworld and the colonial uprising, and its struggle against the Covenant and the Flood from the first three Halo games. Despite being by the same studio, suddenly the animation in this part is totally kicked up a notch into some beautiful old school anime goodness. In fact, I love the presentation of this entire part. That said, in a 180 from the first part, it’s the way the story is told that didn’t do as much for me, and I can’t be the only one who was caught off guard by the description of the UNSC and the Covenant making peace in order to defeat the Flood. Whaaaa…?

The Duel: The Duel tells the story of Fal, a Arbiter who rejects the Great Journey and is branded a heretic, culminating in a duel with a rival high ranking Elite. The animation style in this one is bizarre and, while not always easy to watch, is intriguing from an artistic point of view. My main beef with this part is how the Sangheili are straight-up depicted as feudal Japanese. While I’m sure it’s absolutely intentional, it’s so heavy handed that I can’t help but roll my eyes, with the portrayal of Fal’s wife being particularly cringy. As if that weren’t odd enough, the plot feels like it’s ripped straight from a classic samurai movie. Even still, the action is cool and I like the whole angle of the Prophets, dicks that they are, changing the Arbiter from a position of honor to a mark of shame just to spite the Sangheili.

I'd definitely watch more of Spartan-1337's antics.
“I’d definitely watch more of Spartan-1337’s antics.”

Homecoming: Spartan Daisy-023 has flashbacks to her time in the SPARTAN-II program while helping to evacuate UNSC forces from Harvest. The animation here is a bit more modern anime style; some great backgrounds while the rest is so-so. I’m not a fan of Daisy’s anime trope filled portrayal and the action scenes feel just a little generic, owing in large part to the animation, though I did find the theme of the trauma Daisy and her fellow Spartan trainees endured and its lingering connections to the present to be fairly compelling. Overall, it had potential, but ended up being kind of mediocre in execution.

Odd One Out: The only officially non-canon part of Legends, Odd One Out tells the story of Spartan-1337 getting stranded on a planet where he meets a handful of super powered children and is constantly harassed by dinosaurs, all before having to fight against The Covenant’s new secret super weapon, a giant ape creature (presumably some kind of super Brute) named Pluton. Man, this is some ridiculous anime bullshit… but wait! It’s intentionally ridiculous anime bullshit… and I love it! This episode is obviously a parody done for a bit of fun, and as such, can’t really be held to the same standards as the rest of Legends. Besides, how can you not love the braggadocious yet semi-incompetent Spartan-1337? Well, I guess some people don’t because this episode widely despised by fans who seem to be triggered by its very existence. Whatever. As a side note, I love the depiction of the use of Bubble Shields in this part.

The Prototype: who doesn't love some mecha action?!
“The Prototype: who doesn’t love some mecha action?!”

Prototype: A UNSC marine sergeant steals a heavily armed prototype armored suit to buy his men time to evacuate. This one feels very old school anime to me, from the animation and dark tone to all of the sweet mech suit action. The mech suit itself might seem a little silly, but if you think about what’s already established in lore (such as the Colossus from Halo Wars or even the Spartan’s Mjolnir power armor) and some of the things added in later games (most notably the Mantis) then I suppose it fits fine. This part is fun! Really, just an excuse to show a ton of Covenant getting mowed down. Certainly one of the most enjoyable parts of Legends, especially if you ignore the sloppy “Ghost” redemption part of the plot and focus on the action.

The Babysitter: A Spartan is attached to a group of ODST for a mission to covertly drop on a planet and assassinate a visiting Covenant Prophet. This is probably my favorite part of the bunch. Sure, I have some nitpicks, like the slow plodding movement of the Spartan when not gracefully backflipping around, and the usual anime tropes (the whiny-ass ODST O’Brien, who acts more like an angsty teenager than a professional soldier, even one with an out of check ego and a chip on his shoulder, is especially annoying) but overall, the animation and overall direction was quite good, the action was cool, the story was simple but effective, and I enjoyed its grittier elements and all of the little details. I also like that, unlike Daisy-023 in Homecoming, Cal-141 is a total brick shithouse of a badass Spartan. Oh, and yes, that is supposed to be the same Dutch from Halo 3: ODST!

Master Chief and Kelly-087 running and gunning.
“Master Chief and Kelly-087 running and gunning.”

The Package: A squad of SPARTAN-IIs is dispatched on a special mission to infiltrate a Covenant ship and retrieve “the package”. Where to start with this one? First of all, the animation style of this episode is total 2000s CGI. It’s stiff in places but, I have to say, all in all has aged pretty decently, owing largely to some extra attention to detail and polish given to it. It’s fine. The story, however, feels a bit like bad fan fiction. First, while some of the other parts included cameos from Master Chief, this is the first one to feature him. Add in that some of the action here is way over the top: Darting around space in their silly “booster frames”, rockets snaking all over the place Macross style, successfully infiltrating multiple Covenant ships, backflipping around while dual wielding SMGs, etc. A squad of 5 Spartans is nothing to sneeze at, I grant you, but taking on an entire fleet? It’s a total power fantasy, although I will at least grant them that it wasn’t done without sustaining a cost which, speaking of power fantasies, is one of the main reasons I’ve seen online that other Halo fans bash this part. Come on guys, Spartans aren’t supposed to be invincible! Oh, and Dr. Halsey’s depiction is eye rolling too. That said, while this part isn’t my favorite, it’s plenty of fun if you don’t think about it too hard.

There were no doubt some good parts and amazing moments in Halo Legends. Overall though, Legends doesn’t quite impress me as a single, cohesive package. I get the impression that a lot of fans and critics alike felt the same way. It wasn’t some massive flop, but it also isn’t widely considered an essential piece of the franchise either. I think it being such an overt “anthology” with relatively little connecting each part outside of the general theme of “Halo” has a lot to do with that. That is, the topic of which parts are best and worst and why is incredibly divisive across the fanbase. Some people hate anything that deviates from the headcanon they’ve assembled while others nitpick specific scenes and portrayals, just as I’ve done here. Regardless of how it ultimately sits with you, I have little doubt that it’s worth watching if you’re a Halo fan who hasn’t seen it, and sadly, I get the impression that a lot of the younger Halo fans around these days have never even heard of Halo Legends.

For completion’s sake I also wanted to quickly mentioned “Apt. 117” which was a comedic animated series released on Waypoint later on in 2010 and cancelled after only one episode. It has nothing to do with the Halo canon but is instead about a Halo obsessed gamer and his perpetually annoyed roommate. Bizarre!

Halo Fest 2020 – ODST

When Halo 3: ODST was shown at E3 2009 I wasted no time preordering it, though I did have some minor reservations. I mean, the game was essentially a standalone expansion pack for Halo 3, a game which reasonably wrapped up the trilogy, and this game wouldn’t even feature the iconic Master Chief! Halo 3 was also 2 years old at this point, despite the undeniable staying power of its excellent multiplayer. Still, the reviews ended up being absolutely glowing, with the biggest criticism being the sticker price. Today ODST is still as celebrated for the interesting deviations it made from the core series as it was at release. On top of everything I’ll go into below, I also fondly look back on it for first introducing the “Firefight” gamemode, a “Horde mode” like cooperative wave survival mode that my brother became particularly enamored with.

Over 10 years later, I was able to easily play Halo 3: ODST again as part of the Master Chief Collection on my Xbox Series X. As with Halo 3’s MCC port, ODST didn’t receive the ridiculously thorough remaster treatment of the Halo: CE and Halo 2 anniversary editions, but the fact that it still looks so stunning today with little more than some upscaling speaks volumes about Bungie’s expertise. They were clearly at the top of their game with Halo 3: ODST, and it ages even better than Halo 3 as a result.

The boys!
“The boys!”

Since so many of ODST’s gameplay elements are related to its story, and this is a side story taking place out of chronological order from the main series anyway, I’ll start by recapping the plot. Unlike Halo Wars, which took place before the events depicted in the main Halo games and has little direct relation to their plots, Halo 3: ODST actually takes place during events depicted in Halo 2. Aside from that, it is still very much its own story, however, and while I’m fairly vague in these plot summaries they absolutely do still contain spoilers, so skip the next paragraph if you want to avoid spoilage.

The Story: Breaching Earth’s defenses, the Prophet of Regret’s carrier has taken up position over New Mombasa while Covenant forces terrorize the city streets below. In a desperate move that could help turn the tide of the war, multiple squads of the UNSC’s elite Orbital Drop Shock Troopers (ODSTs) are ordered to drop onto the ship and capture the Covenant leader. ODST fireteam Alpha-9, led by Gunnery Sergeant Edward Buck, is attached to Office of Naval Intelligence officer Captain Veronica Dare for the assault. As the fireteam prepares to drop, Capt. Dare unexpectedly orders them to adjust their drop locations to land in the city instead. As they drop, Regret’s ship performs a surprise low orbit slipspace jump, resulting in a destructive shockwave that sends the fireteam’s drop pods wildly off course. The members of Alpha-9, now completely scattered, individually make their ways through the wreckage of the Covenant occupied mega-city to regroup. One of the members of the fireteam, picking up Dare’s radio signal and subtly guided by Vergil, the city’s Superintendent AI, locates Capt. Dare as she attempts to infiltrate the city’s underground data center. Upon reaching the data center’s core, Dare reveals the true purpose of her mission: to secure the Superintendent AI. The pair quickly discover that the Superintendent AI has been taken over by a Covenant defector. This Huragok, a rarely encountered species of alien dubbed “Engineers” which the Covenant use as biological supercomputers, could be extremely valuable in learning the purpose of Regret’s attack. Escorting this renegade Engineer back up to the surface and fending off multiple Covenant attacks along the way, they eventually meet up with Buck and the rest of his fireteam and make a hasty escape from the city.

Holding out against a ton of Covenant air with nothing but a huge pile of heavy weapons.
“Holding out against a ton of Covenant air with nothing but a huge pile of heavy weapons.”

Structurally, ODST plays unlike any other Halo game. You initially assume the role of the new member of the fireteam referred to as “the Rookie”. By the time the Rookie wakes up after his violent landing quite a few hours have passed and you’re tasked with wandering the dark, deserted streets of New Mombasa searching for signs of what happened to the rest of Alpha-9. Each of the clues you find results in a flashback mission switching you from your silent protagonist to one of his much more developed (and talkative) squadmates. These missions are structured more like your typical Halo mission and, taking place in different areas and at different times, allow Bungie to really mix up the scenery and the action. Once a mission is complete, you’re sent back to rejoin the Rookie in New Mombasa, with these sections ultimately functioning as something of an abstracted hub area. Very cool.

The Rookie surveying the New Mombasa streets.
“The Rookie surveying the New Mombasa streets.”

The New Mombasa streets area has a couple of other interesting tricks up its sleeve. First, the expansive map is more or less wide open. While you’re guided to the location of each subsequent clue, it’s only by a waypoint, and there will be multiple ways to reach it. You’ll probably end up taking different routes whether you want to or not, as navigating the maze-like city streets isn’t easy, often requiring the use of the in-game map. Along the way you can choose whether to engage the Covenant patrols you encounter or attempt to sneak around them entirely. You can even find the aforementioned clues and play their associated missions totally out of order if you want to.

More importantly, these New Mombasa sections have an absolutely unique tone. As the Rookie, you’re all alone in the dark, rainy city streets. Remnants of the day’s earlier conflict surround you: ruined buildings, destroyed vehicles, and dead UNSC and Covenant soldiers alike. It conjures a lonely, bleak feeling. The Superintendent AI’s poltergeist-like attempts to guide you only add a further creepy layer to this. There’s also something of a light survival feel to these sections, as ammo is scarce; your UNSC weapons will probably be depleted after your first few encounters, forcing you to scrounge for Covenant weapons and ammo. The pacing is altered by all of this too. In the proceeding Halo games you’re shuffled from mission to mission with an urgency that is, I suppose, appropriate to the epic task at hand. You know, saving the planet and whatnot. In the New Mombasa streets, however, there is no such urgency. You’re just one person, completely isolated. It all feels very grounded and very personal.

A squadron of Banshees fly by the remains of the space elevator.
“A squadron of Banshees fly by the remains of the space elevator.”

The graphics and sound are a large component of why this all works. The lighting and shading certainly conjure a particular mood, but with ODST’s soundtrack they’ve incorporated a greatly expanded variety of different musical influences, from the more traditional Halo sounding orchestral tracks and electronic ambiance to smoky jazz-inspired, piano and saxophone laden pieces that sell the game’s intentionally film noir vibe. Halo has always had extremely strong soundwork, but ODST is really something else entirely. Anyone who thinks Marty O’Donnell is a one trick pony really needs to stop what they’re doing and go give the ODST soundtrack a listen. Right now!

Gameplay wise, Halo 3: ODST is built directly on top of Halo 3 and plays more or less the same, but it’s hard to mark the game down for that. I mean, that is one damn fine foundation. Some of the few differences between the two games relate to the fact that you’re not playing a literal supersoldier like Master Chief. I recall Bungie making statements before ODST’s release that perhaps oversold that just a little; that as a normal human, you’d be weaker and less capable and that suddenly even the previously laughable grunts would be fearsome opponents. That sort of thing. Instead, there is another new health system, this one feeling similar to Halo: CE’s with a shield-like recharging “stamina” layer and a core health pool that is only refilled with health packs. Unlike Halo: CE, however, these health packs are relatively plentiful. There’s also no hijacking vehicles, no dual wielding, no use of Halo 3’s special equipment, and no radar.

New Mombasa Streets: VISR off.
“New Mombasa Streets: VISR off.”

New Mombasa Streets: VISR on.
“New Mombasa Streets: VISR on.”

Bungie giveth as well. As an ODST your standard armaments are a new silenced version of the submachine gun and, something of a throwback to Halo: CE, a lovely new silenced magnum pistol. There’s also the VISR mode which serves as both a sort of night vision and also highlights friendlies, enemies, and certain objects with a thin colored outline on your HUD. The only negative to VSIR mode is that there’s no real reason to ever turn it off, and leaving it on means seeing only one, lesser version of the game’s lighting.

The VISR mode’s ability to highlight objects is key to ODST’s single collectible system: audio logs. Similar to the terminals of previous games, these logs are hidden throughout the New Mombasa streets. Interestingly, rather than typical voice memo type recordings, these are audio and still images recorded from security systems scattered around the city and tell the story of a single character, Sadie, and her attempt to meet up with her father as the fighting erupts. This story links directly into ODST’s overall plot, giving some insight into the Vergil AI and its fate. While I remember liking these audio logs, I could barely stand them this time around. The script feels unnatural and the voice acting and sound effects come across like a old time radio play. Sadie’s main nemesis in the story, the city’s police commissioner, is a particularly ridiculous mustache twirling villain stereotype that I just couldn’t take seriously.

At least that’s not an issue the campaign has! The voice cast is excellent, with notable TV actors including several of the core cast of Firefly with Nathan Fillion, who Buck is both voiced by and modeled after, and Battlestar Galactica’s Number Six, Tricia Helfer, voicing Veronica Dare. Say what you will about Buck’s sarcastic attitude or he and Dare’s relationship issues, but in the brief time we spend with these characters they express a lot more personality than we ever got from Master Chief, and the strong cast only helps that.

Dutch's level is a total throwback to previous games.
“Dutch’s level is a total throwback to previous games.”

I beat the game on “Heroic” difficulty, and even with the aforementioned lack of ammo and other constraints I found it to be one of the easiest campaigns so far. That’s not to say there weren’t some intense moments. The first time I ran into a Hunter I struggled like hell to take him down, depleting all of my grenades and most of my ammo in the process, only to have his buddy saunter into the room just as I was catching my breath. Sheer panic. There was also a lot more variety in the action than I’d remembered, with missions featuring a tank section, a wide open Warthog-centric level, some Banshee flying including a unique Scarab fight, and even yet another Warthog run-like level towards the end of the game. Even with its relatively short length, there’s definitely enough to make it feel like a full Halo game. While a part of me does have to wonder if you had to have played the previous games in the franchise to really appreciate it to its full extent, I personally think Halo 3: ODST is something of a masterpiece and is easily one of the strongest games in the series.

We are ODST!
“We are ODST!”

Just a quick footnote, but similar to Halo 3’s “Landfall”, ODST’s considerable promotion efforts included the absolutely awesome The Life. This live-action short shows the journey of an ODST from a young recruit to a battle hardened veteran. Compelling and absolutely worth a quick watch if you’re a Halo fan and haven’t seen it!

Planetside (Part 2)

Continued from part one

Auraxis, as it looked before The Bending.
“Auraxis, as it looked before The Bending.”

When talking about how to get to the action in the last article I made passing mention of connections between warp gates and “spheres of influence” so let’s expand on that and go over the all-important map. In addition to those empire sanctuary islands, Auraxis was made up of ten continents of similar size and various biomes. Those continents were connected to each other via the same type of warp gates that connected some of them to sanctuary islands. Each continent was a massive, expansive land of a size and scale that is pretty much unheard of for an FPS game. While it might blow other sandbox FPS games out of the water in size, the world is pretty empty, with the only real points of interest outside of the occasional bridge or bunker being the facilities and the small guard towers near them, which are ultimately what we’re fighting over.

Ceryshen's continental map. Mostly controlled by the TR at the moment.
“Ceryshen’s continental map. Mostly controlled by the TR at the moment.”

Like the connections between continents, each facility was connected to at least one other facility on the continent, forming a “lattice” structure. The “lattice links” between these facilities were important in defining the battlefronts – your empire could only attack an enemy owned facility it had a link to, either by facilities you’ve captured, or by a warpgate connected back to your empire’s sanctuary or another continent you control. Thanks to these defined battlefronts, battles were mostly concentrated around these areas, helping keep the player population from being spread too thin. The continental lattice also provided benefits from facilities of certain types under your control. For example, if you were at a friendly facility that was connected to a tech plant your empire owned, you could spawn more advanced vehicle types from its vehicle terminals. This added a little bit more strategic consequence into decisions about which facility your empire should attack, and in what order, whether it be to gain those benefits or simply take them away from your enemies.

As for the sphere of influence, this was simply an area around a facility or a tower that was “controlled” by the empire that owned that facility or tower. This area could not be directly dropped on (as mentioned) and enemy Combat Engineers couldn’t fill them with their own deployable equipment. The area also more generally functioned roughly as a mini “zone” in the traditional MMORPG sense, so things like how experience points for battles over the control of these facilities and the scope of the “broadcast” chat channel were based on these areas. In between these areas was, as mentioned, not a whole lot, but all of this other space was ripe to be turned into massive combined-arms battlegrounds as forces moved between facilities and towers, and the terrain was just varied and interesting enough to lead to some cool battle scenarios. I have vivid memories of battles around Searhus’s massive volcano crater’s rim, and the epic fights around the many long chokepoint bridges spanning bodies of water all across Auraxis are legendary, for example.

A nice, quiet VS tower, just waiting to be taken.
“A nice, quiet VS tower, just waiting to be taken.”

Outside of traveling between them, there were other reasons battles might take place in-between facilities that were directly linked to how taking over facilities worked. Let’s start from the beginning though. Each facility had a relatively small structure called a “tower” just outside of its sphere of influence. There were a few varieties of towers, with some having gun turrets, others having landing pads, but they were all close to identical on the inside. Dominated by a wide staircase wrapping from the basement, which contained spawn tubes and equipment terminals and was protected by a “pain field” to keep would-be enemy spawn campers at bay, up to the roof, with a control console near the top. There was not much to these towers, but they were key in how facility captures worked, as they allowed an attacking force to quickly gain a nearby foothold from which they could respawn and attack the main facility. Unlike facilities, control of the towers would instantly change once the control console was hacked, plus, not being tied to the lattice system, they could be hacked by anyone, at any time. Intense battles in and around towers weren’t uncommon, but they were also some of the more common places for great smaller fights to occur.

Tower fights could be bloody affairs. Get that loot!
“Tower fights could be bloody affairs. Get that loot!”

So, you hacked the door to a tower, made it up (or down, if you decided to land or drop on the roof from an aircraft) to the control console. You hacked it, and control of the tower went to your empire. If there were enemies around, they’d notice this pretty quickly and might immediately begin mounting a response to attempt to take it back from you. In the meantime, you and your allies could you set your sights on the facility itself. While there were other options for tactically deploying around a facility you were attacking, most notably a vehicle called the Advanced Mobile Station (AMS) which could be parked and “deployed” to cloak itself and act as a mobile spawn tube and equipment terminal, ownership of a facility’s tower was definitely a much more solid foothold.

Hacking a VS controlled facility's control console.
“Hacking a VS controlled facility’s control console.”

Taking a facility worked similarly. There were several different facility designs and layouts, but they were all surrounded by high, castle-like walls with turrets which would act as sentry turrets if unmanned, with only a few entrances on foot – either the large arched gates on either side of the courtyard that allowed vehicles in and out, or via the locked backdoor of the facility. This is where a Galaxy dropship is especially handy, allowing a full squad of troops to effectively bypass the outer defenses of a facility, dropping right into the courtyard or onto the upper levels of the main structure itself. Regardless, assuming you were able to make it into and through the courtyard, you’d make your way into the main facility and eventually find its control console room, usually fairly deep within the complex. Unlike the rather exposed control console of a tower, the control console of a facility was in a small, dedicated room that was much more defensible. Assuming you were then able to get in there and hack the control console, you’d then have to wait for a 15 minute timer to tick down before control of the facility finally changed. During that time, of course, you could expect a defense to mount if there wasn’t already one – enemies would drop in via HART from their sanctuary, arrive by various methods from nearby facilities, and enemies killed in their attempts would respawn there. 15 minutes can feel like a damn long time.

Arson
“Arson setting a bunch of Boomers (remote mines) to destroy a generator.”

One strategy that was often employed to help ease the burden of attacking a facility was purposely draining the facility of power. Every interactable device in the facility – equipment and vehicle terminals, spawn tubes, turrets, etc. ran on power provided by the facility’s generator, which was in turn fed by a supply of Nanite Technology Units (NTUs.) This power was drained much more quickly by the facility’s auto-repair systems, which would slowly repair any of these devices when damaged or destroyed. Once a facility was completely drained of NTUs, it would lose power and turn neutral, meaning no defenders could respawn there and it could be hacked freely once power was restored. Another version of this tactic involved blowing up the generator itself which would immediately cause the facility to lose power until it could be repaired, but this would also alert everyone that it was under attack as well as requiring it to be repaired before the facility could be back up and online. Still, it could be very effective to strategically take a facility’s generator down to deprive your enemies of the lattice linked benefits they’d get from it. Regardless, these strategies could allow small, coordinated groups to run special ops style “back-hacks” to assault facilities away from the frontline and take them over without much resistance.

An ANT refilling the NTU silo at a neutral facility
“An ANT refilling the NTU silo at a neutral facility”

One really cool element of the whole facility power system was that if a facility did run out of NTUs, it could be refueled. There was a special vehicle called an Advanced Nanite Transport (ANT) which could be driven out to a warp gate and deployed to fuel its tank, then driven back to a facility and deployed near its NTU silo to refuel it. Making NTU runs after a facility had been drained wasn’t usually too exciting, but making an emergency run during a huge battle could be edge of your seat intense. There were various ways to lessen the chances of your ANT run ending in a glorious, extra-large explosion, such as driving with an escort or even a whole convoy for protection, or using a Galaxy or Lodestar to haul one around in the air, but regardless, a well coordinated assault OR defense often involved accounting for the availability of NTU refuels.

Similarly, there was also a system added early into the game in which some facilities had a special device called a Lattice Logic Unit (LLU) which needed to be physically carried to another facility after a successful hack to complete the change of control rather than waiting out the timer. There were all kinds of conditions and limitations to who could carry the LLU and how – what vehicles they could ride in, etc. The LLU was, of course, a bit of a MacGuffin. It’s real purpose was to generate more battles outside of facilities similarly to those that could take place around ANT runs. While I don’t know how successful this ultimately was, I do recall being involved in some particularly intense battles that revolved around trying to protect or assault an LLU carrier.

A squad of NC Lightning tanks engaging.
“A squad of NC Lightning tanks engaging.”

As a quick aside, both of those systems seemed to be there to introduce more opportunity for fights to happen outside of facilities and, of course, using numerous vehicles. While it was common to use vehicles of all sorts to travel between facilities, which is when the most epic vehicle battles took place, and using certain vehicles like Galaxy dropships for infantry drops, AMSes to setup spawn points, and ANTs for refuel runs were very specific but common use-cases, running vehicles that required multiple crew members, like main battle tanks and the fearsome Liberator bomber, along with running multiple vehicles together, tended to be something more of a distraction to my outfit. Something we did for fun, but not something that often felt like it was contributing meaningfully to most battles. Likewise, running the lighter Mosquito and Reaver aircraft seemed like it was used for more quick transport and scouting behind the lines, and solo hunting of enemies. While all of these vehicles could be effective in combat in the right circumstances, due to the way facilities were structured and facility capturing worked, their effectiveness as “force multipliers” was limited.

So, as mentioned above, once you controlled a facility, the lattice link to other connected facilities opened up, expanding the front and allowing you to move on to more facilities. This went on (often involving struggles between all three sides) until eventually one empire controlled the entire continent. This temporarily locked all of the facilities on the continent from being captured, so efforts would usually move to one of the next connected continents. So on, and so forth. Honestly, this larger strategic part of the game was one of the weaker areas of Planetside in my opinion. There wasn’t any real purpose to taking over a continent, or indeed all of Auraxis. Unlike similar MMORPG territory-control based PVP systems, you’re not establishing your own strongholds where you can build housing or shops, or new areas to craft, hunt, or run dungeons, and there’s zero permanence to any of it. Planetside, it seemed, gambled on the fun of the actual fights being enough to inspire players rather than any end goal or rewards. This couldn’t have helped Planetside’s subscription base – it really only took a month or two of playing the game to have seen everything and have it totally figured out, and unlike most MMORPGs, there simply wasn’t enough variety of other diversions to keep players who were bored or just needed a break from cancelling.

A massive TR force gathers at a warp gate.
“A massive TR force gathers at a warp gate.”

I didn’t really mention the concept of “zerging” at all, and I should, because it comes up a lot in discussions around Planetside. The “zerg” was an obviously Starcraft-inspired term used to describe the largest masses of players, and “zerging” was the act of joining one of these groups and following them from enemy facility to enemy facility, overwhelming enemy resistance with sheer numbers. Most of the time these huge forces would inevitably meet, meaning that on every contested continent, there was usually at least one incredibly huge, lag inducing, ridiculously chaotic battle. Following the zerg was a way to guarantee access to Planetside’s largest fights, and more importantly, the experience points that came with them, but to many of us this was less exciting than smaller fights, special ops missions, coordinated vehicle runs, and numerous other experiences the sandbox nature of the game could provide. Getting online and following the zerg every night was the entire game to some people, and unsurprisingly, many of them quickly grew to consider Planetside as rather repetitive and dull.

A group of NC Lodestars hauling Vanguard main battle tanks behind enemy lines.
“A group of NC Lodestars hauling Vanguard main battle tanks behind enemy lines.”

That about wraps up my lengthy overview of Planetside’s gameplay. As mentioned, I played the game pretty steadily for its first year or so. In that year, development felt a little slow, especially given the monthly fee we were paying SOE for the privilege, but in reflection it wasn’t too bad. The Liberator bomber was added, along with a dedicated anti-air vehicle called the Skyguard. The aforementioned LLU system was added. They expanded hacking. They added platoons, which could be used to combine 3 squads into one larger unit. They also added the Lodestar, which I’ve mentioned a couple of times now. I do have to wonder just how many of those additions were holdovers that didn’t quite make release, but regardless, content is content. Actually, looking back, one of the issues I think Planetside’s development team had with adding new content to the game is that it was essentially already fairly well designed and balanced upon release. Anything all that interesting that they added to the game was sure to irreversibly alter that balance. Speaking of…

Core Combat's caverns looked like nothing else in the game.
“Core Combat’s caverns looked like nothing else in the game.”

The game’s first and only paid expansion, Core Combat, also came out at around this time. Core Combat added several huge underground cavern maps to Auraxis. These could be accessed via warp gate-like areas called “Geowarps” that were limited in their availability. The main appeal of these caverns was a shift to more CQB-inspired infantry combat, as the caverns featured a lot of cramped areas, a lot of verticality, and relied on teleporters and ziplines for traversal since vehicle usage was limited. While most of my outfit mates were excited about the concept, I don’t think I was alone in being fairly underwhelmed by the cavern-based combat experience. There was at least a reason to go down to the caverns, and that was the new facility module system. You could obtain and charge-up a “module” in a cavern which could then be brought back to the surface and installed at a facility, giving it a particular new benefit, which also extended to any other connected facilities your empire controlled. These benefits were things like adding an energy shield to the otherwise open gate entrances in the walls of your facilities, granting players faster movement speed and reducing spawn times to a facility, and allowing them to pull some of the new “ancient technology” vehicles added with expansion, such as the extremely useful Router (a deployable teleportation system) and the Flail (long distance artillery) from the facility’s vehicle terminals. I totally appreciate a lot of the ideas they were trying to implement with Core Combat, and cavern runs could be a fun diversion for smaller squads, but it ultimately felt like too much of a distraction from the core systems of the game, and a bit of misstep.

A TR BFR stomping across the battlefield.
“A TR BFR stomping across the battlefield.”

Still, even more was added later into the game’s life. Beyond things like bug fixes and numerous UI enhancements, they added new vehicles, such as the Fury ATV and new empire specific versions of The Deliverer troop transport. They added a merit/accommodation system and other improved ways to view and track your stats. There was “The Bending” patch that replaced one of the continents (Oshur) with several new smaller “Battle Islands” which each had its own special rules and restrictions, which was kind of neat for variety’s sake, but they also made each continent its own planet, changing the global map to a interstellar map in a rather stupid move. Then, in perhaps the most controversial thing to ever happen in the game, they added huge mech-like vehicles called BattleFrame Robotics (BFRs) which absolutely shook the game to its core. I had mixed feelings about BFRs myself. I mean, the panic instilled by being on foot when a towering BFR stomped onto the battlefield, leaving a path of destruction in its wake, was a totally new addition to the dynamic of the game, and was only topped by having a friendly BFR show up shortly thereafter and watching them go toe-to-toe in an epic scrap. Regardless of how much SOE “nerfed” and otherwise altered BFRs after first introducing them, a vocal part of the community completely hated their addition for reasons ranging from reasonable concerns about the balance and indeed the entire overland combat meta being altered, to simply hating the idea of “unrealistic” mechs being added to their sci-fi vidja game. Boy…

There was more after that, of course, as the game stayed online in one form or another until 2016, but the last time I stepped foot onto the virtual battlefields of Auraxis was around the time the BFRs were finally close to resembling being balanced. I’ve said it before, but Planetside was a special game to me – one where I got really into gaming with a community, and where I made friends I still have today. It was a unique game too, that, like so many online-only games, is sadly now gone to us outside of some unofficial preservation efforts. It’s also survived by Planetside 2, of course, and while Planetside 2 was influenced heavily by the first game and does a good job of respecting what it established, they’re also very different games. It may end up being quite an effort, but I’m hoping to compare and contrast those two games, as well as talk more about Planetside 2 in general, in a future article here. Stay tuned!

Pictures taken from my old NC outfit, The Praetorian Guard’s, archived website, JeffBeefjaw’s Imgur album, which looks quite similar, but from the TR perspective, and some newer pictures acquired while playing around on the PSForever server. Unfortunately the two former sources don’t really show any ACTUAL combat, as few people captured full time back in the day so most screenshots were of points of interest, outfit photo ops, and just dicking around rather than normal gameplay. I also had to grab the original world map, the Core Combat cavern, and the BFR pictures from wherever I could find them.