Alright, I’m not going to lie – before coming to PAX East, I had heard absolutely nothing about Firefall.
I know, I know. I’m sorry. That said, the booth the guys at Red 5 have set up here is pretty huge, so when I saw it – and the footage being shown – I was immediately intrigued. It’s not often a quality game flies under my radar like that, (I’m looking at you, Demon’s Souls) so I stood in line and checked it out.
The Firefall booth had about 12 computers set up, linked together for one big team deathmatch. If you just strolled on up to the booth and took a look at the footage and the people playing, you would immediately think three things:
- This is a team-based multiplayer competitive shooter.
- There are jetpacks.
You would be right about the second two points, but to say that Firefall is a competitive shooter would be to lop the game into a category it scarcely belongs in. There are many other elements of the game that you wouldn’t know about by just watching people play the game at the booth, such as a persistent online world, cooperative missions, and deep character customization. That’s where I came in. I managed to get an interview with Scott, the lead designer of Firefall, who gave me a ton of information about the game and about Red 5. We will have the interview and my full preview of Firefall tomorrow, but for now suffice it to say that Firefall is more than you expect.
Oh, and if you loved Tribes, you should be excited for this game. Trust me.