'Section 8' Review

In the far-flung future on a distant world -- or, perhaps, several of them -- soldiers in high-tech suits of armor wage war because... well because one side is red and the other side is blue. TimeGate Studios' "Section 8" won't be winning any awards for originality in its narrative or its setting, but that doesn't make it a bad game. It is, in fact, quite an enjoyable game. As long as you've got a functioning Internet connection and a willingness to coordinate with large groups of players on an open battlefield, that is.

The Basics

"Section 8" is a multiplayer-centric game. There is a single player component -- Corde's Story -- complete with characters and cutscenes and all of that, but it's only slightly more developed than the similar mode featured in "Unreal Tournament III." This is an online-focused game and people who aren't interested in playing with other humans over the Internet (or LAN) should keep moving, as there's nothing to see here. I think even TimeGate would agree.

If you're going to compare it to something, "Section 8" is an odd sort of crossbreed between the high-speed action of the "Unreal" series and the more strategic, objective-focused warfare of the "Battlefield" series. There's really only one play mode, and it is all-out warfare; players vie for control of a series of strategic points with bases built around them. You can mix things up a little bit by adding bots of varying skill levels to either team or participating in a co-op human vs. bot match, but the basic goal remains the same: control more of the battlefield than your enemy, and for a longer period of time.

The Highs

Orbital Burn-In -- Respawns occur relatively quickly in "Section 8," with players able to choose between arriving on the battlefield near a particular squad or... well, anywhere else really. You don't magically appear on the battlefield; rather, you rocket down from on high and even have a limited amount of control over your landing after you've selected a spawn point, depending on when you engage your airbrakes. Anti-air turrets balance things out; enemy-held bases are ringed by an AA firing zone. Attempting to land inside of one is possible, but chances are high that you'll be shot out of the sky.

Dynamic Combat Missions (DCMs) -- DCMs are a team's best friend on the battlefield. They are randomly occurring team objectives that, if completed, grant a significant requisition points award. Those earned points -- which are also picked up in smaller amounts, individually, for scoring kills and hacking terminals -- can then be spent on turrets and vehicles, which literally drop out of the sky.

Maps Galore -- "Section 8" includes just shy of 20 large maps for battles to unfold on. The environments aren't terribly varied but the layouts are, which helps keep things fresh.

Dedicated server hosting -- Players with a lot of Internet bandwidth to spare and willingness to put in some work can download a free piece of software from TimeGate which allows for the hosting of larger servers than "Section 8" would typically support. Without the software, matches max out at 16 human players in the Xbox 360 version. That number can be doubled via dedicated server hosting. There's a big but though...

The Lows

Dedicated server hosting -- ...and that is, it's incredibly complicated for your average user. I consider myself to be fairly well-versed in PC/tech troubleshooting: I'm comfortable in DOS environments, I understand the basic workings of applications, config files, etc. and I have a pretty good track record of simply figuring out how to make computers do what I want them to. All that said-- I couldn't get the server software, a 900MB download, working right. Servers are prepared via a fairly complicated command line (ie DOS) interface, and it's not something your average layman gamer is going to be able to handle.

Limited persistent character building -- While you can spend earned requisition points in the heat of a battle on turrets and vehicles, there's really no purpose in "Section 8"'s persistent leveling other than as a progress checker. Meaning that the only real dangling carrot for long-term players to reach for is bragging rights.

Vehicles -- Vehicles, and tanks especially (there are also mech-like walkers), are a nightmare to control. In the case of tanks, the turret on top is so large that it obscures the body of the vehicle. And since movement is based on which way the body is facing, getting around quickly in the heat of battle is a near-futile effort. The walker is easier to handle, though it is considerably less powerful and falls easily under concentrated fire.

Final Word

"Section 8" is a good game, great even if you're a dedicated multiplayer gamer. There are some shortfalls, but none are significant enough to hamper what amounts to a more-than-competent online shooter experience. The setting may be generic, but the gameplay more than makes up for it. Solo players should look elsewhere for their FPS fix of course, and those who want to commit to server hosting had best prepare for a steep learning curve and some frustrating bumps in the road, but big ups to TimeGate for delivering on their preview promises.