[ Transcript of review for FaceOff UT2003 Alpha1.0 | Posted by Dade on 2003-07-14 | Score: 9.4 ]
Um...wow. That’s about all I can say. Wow. This mod is incredible, especially for its first version. The models, skins, and audio are all professional quality. Since it is the first version, it’s a little skimpy on the maps, but the maps are pretty good just the same. There are a few bugs, which is to be expected, but they hardly take from the gameplay at all. I have to say that I am extremely impressed with the quality of and amount of work put into this mod already.
Faceoff is basically TacOps for UT2k3; Semi-realistic modern combat, real world weapons, and classic Terrorist-vs-SpecOps gameplay. In Faceoff, you can play TDM, CTF, and Objective, which isn’t what you’d expect (defense-vs-offense CTF). In the CTF gametype, when the enemy drops the flag, your team can’t touch it to return it, you need to guard it until it returns automatically. This adds a different twist to CTF, but its one of those things where either you love it or you hate it. Overall, there aren’t any significant problems with gameplay in Faceoff. I like that the team decided to include the CTF and DM/TDM types to add more variety in terms of gameplay. I suppose that if the objective gameplay was similar to Assault or CS/TacOps-style, this mod would appeal more to the TacOps/CS crowd, but then Faceoff would be nothing different then what’s already been done numerous times. So I think that if an original gametype were developed, Faceoff would be an even bigger hit.
As I mentioned before, Faceoff sports real-world weapons with a few variances and changed names (but this is due to copyright mumbo-jumbo, so its not a problem at all). The weapons are pretty well-balanced, with no weapon outperforming all the others. One thing that is a necessity for future versions is more weapons, and possibly a side-unique weapon pool. When you start a game, you have a menu to choose your team, view the objectives, read a story, and configure your loadout. You can choose one primary (but you can pick up one more), one secondary, and one of 3 alternate items. Body armor is self-explanatory. The Flare gun can be used to illuminate dark areas, but that feature needs to be increased (i.e. more light, larger radius). The Flare gun can also be used to set your enemy on fire, he he. The third item is a grenade pack. When you select the grenade pack option, you can choose 3 grenades from the 5 types: Explosive, Flashbang, Nail, Smoke, and Teargas. The explosive, smoke, and flashbang grenades are done well, but the smoke cloud could be a bit bigger. The nail grenade is also cool. You throw or roll it, and it explodes, releasing a hail of lethal spikes in all directions. The teargas grenade is also really neat. If you stand to close to the explosion, your vision gets blurred for a time. This blurred effect might be intensified a bit, as it isn’t really enough to be as hindering as actual teargas. The Flashbang does everything a flashbang should do. When it explodes, you are blinded, and your ears ring so you can’t hear very well. The many grenades add variety and provided for increased strategy.
One thing that really stood out to me was the plethora of eye candy. If I had not already seen some in-game shots of this release, I would have assumed “well, its only an Alpha, so there are probably models but no skins, poor skins, etc.” But I would be very, very wrong in this assumption. The weapon skins, in particular, are outstanding, and the player models and skins are some of the best I have seen. There is even a new menu layout and color scheme. The maps included in this version, while small in number (3), are also high quality. Battlecry is a bit too dark, but the rain effects and lightning are very cool. FrostedLayer is a great DM/TDM map with an artic theme and a snowman with a pimpin’ Karma-Actor top hat. By far the best map included in this release is Takaban, but it requires a hefty system and there is a multiplayer-related bug. Aside from this, however, it is an outstanding map in terms of visuals (try shooting the gas tanks a few times). There are also go-karts you can use, located to the right of the SpecOps base.
Because this is an early version, some bugs are to be expected, but Faceoff only has a few ones worth mentioning here. First one that I noticed was that my game crashed when I went to the “Controls” section of the settings menu. Apparently this has been a problem for more than just me, and is being looked in to right now. In the mean time, you’ll have to edit the FaceOffUser.ini file if you want to change your controls. I also noticed that if you walk up to a wall and face it and double-tap the jump key, you do sort of a higher double/wall jump. Last time I checked, SAWT guys didn’t walljump (with the exception of Sam Fisher). But this has been explained as a feature of UT2k3 that hasn’t been suppressed yet, but will be. Also, the handling of the go-karts could be better. You spend more time sliding around then going where you want to go, and falling into the map is not unheard of either. There are a few other minor bugs that aren’t really bugs, just oddities, so I won’t bore you with those.
Overall, Faceoff already holds all of the qualities that a fantastic mod should hold. It is plain to see that professional-quality work is the only work done for Faceoff. This mod is, without a doubt, destined for greatness. In my opinion, all fans of TacOps need to take a look at this, and anyone else who enjoys real-world combat should certainly give Faceoff a try, you won’t be disappointed.
-Dade