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Preview: Dystopia
February 3, 2006
Author: WinstonSmith Manufacturer: N/A
Department: Software Model: N/A
Article Type: Preview Time Spent: N/A
 
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Introduction




Modding has become the game realm’s version of independent film--it captures the purest essence of gaming without the lure of investing big bucks in the security of "sequel-itis". For this, we give a big round of applause to the Dystopia Modding Team. With their Dystopia mod, they have waved a pale, bony--though substantially imposing--middle finger at the industry as if to warn Lucas Arts and EA that there’s going to be a big fucking disturbance in the force.

Like a grand homage to the original milestone of first person shooters, Dystopia takes the proven formula, and improves/adds/tweaks/polishes on it in every way imaginable. As a result of this departure from the mundane, uninspired, and vain, Dystopia rises as the ultimate amalgamation of tactical strategy and fast paced action oriented shooters. Essentially, what that means in terms of gameplay, is that similar to CounterStrike, there are two opposing teams each with their own goals...with some great twists.


A Class Act


Every player is given a choice at the start of each round between a light/medium/heavy avatar, with individual class abilities and weapons, as shown above. The creativity and strategy is made evident in the vast potential for differentiation in tactics and gameplay created by the multitude of combinations available with the different classes/abilities.

Generally, each class differs in level of fire power, type/amount of upgrades, and physical properties (i.e. armor value/health). Light is given the most ability upgrades, but generally weak weapons and poor constitution. Medium is given fewer upgrades though more substantial weapons as well as a hardier constitution and serves as an intermediary between combat/ability efficiency. Naturally, Heavy is given the least upgrades but the strongest weapons and the best constitution. This adds a great deal of depth to gameplay and the teamwork element. Since every player is free to choose his avatar and upgrades, mixing and matching to see which furnishes better results is strategic and, most importantly, fun.

Though this might sound typical, no rule is set for the role efficiency of each class. While the Light class is generally accepted as the most efficient stealth operatives and not combatant, they could also prove useful in support roles or as assassins. While the Heavy class, though slow and easy to notice, could perform covert operations since they have such a potent arsenal. Strategy is highly circumstantial and ever changing since every time you die you are given the option to change your class/abilities.


 
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