Section 8 Prejudice, man.
For being a budget multiplayer title, Section 8 Prejudice (and the original Section 8 but that game is slightly worse) feels like it was chock full of intelligent decisions that I'm surprised more big-map multiplayer shooters like Battlefield and the big Halo gametypes haven't picked up.
For starters, literally just respawning into the map is fun, because you HALO dive into the map. Bases on the map have AA turrets which will prevent enemies from dropping directly into your base, and you can also spend currency earned over the course of the match to build your own AA turrets, which can shape the course of the match as people change where they spawn to avoid, you know, being shot out of the sky. Ground forces can take out AA turrets, which is usually a pivotal step in taking an enemy base, or you can spec your loadout with perks that let you tank AA fire, letting you land deep in enemy territory (admittedly, deeply damaged, meaning anyone who watches you land can immediately pick you off if you don't find cover).
Next! Classic problem of big map MP games: I'm over here, and the most interesting thing is alllllllll the way over there. Are you by a vehicle? Great, guess you can slog it over there. If not, enjoy a 10 minute boring-ass walk. Section 8 solves this simply and beautifully: everyone can run really fast. Like, really really fast. It requires a bit of wind-up, so you aren't trying to hit people moving at The Flash speeds in firefights, but you can easily cross the map in a minute or two, meaning you can be anywhere the action is pretty fast.
The other thing I really love about S8P is that, on top of the normal Domination, base-capture, ticket-draining sort of default gameplay, the game sporadically introduces mini-objectives into the match, essentially minigames that will give bonuses for the winning team in the main game. These are selected randomly from a list, and run the gamut from "one team must try to kill every member of the other team in a set time period", "plant an airstrike beacon and defend it in an enemy base until the airstrike obliterates every structure in the base", to "protect this mobile forward operating base from the enemy team". These add a fun bit of variety to the missions, keeping things feeling constantly fresh, but they're also optional, so you can slink away while most of the game focuses on them, perhaps taking a base when no one's looking.
It's basically unplayable now, the servers are barren and I think it's still GFWL, so it's essentially dead, but I miss it so much.
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