<![CDATA[Kotaku: zipper interactive]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: zipper interactive]]> http://kotaku.com/tag/zipperinteractive http://kotaku.com/tag/zipperinteractive <![CDATA[MAG Beta Off To A Rocky Start]]> Zipper Interactive has launched the promised open beta test for the PlayStation 3's MAG, but early server issues are causing frustration for players unable to connect.

Judging by the comments posted in the PlayStation blog entry by Zipper's senior community manager Jeremy Dunham, many players have already had a chance to log in and go a few rounds in the Massive Action Game beta, but later commenters and some of our own tipsters report that they cannot connect to the game at all. Dunham addresses the issues in his replies to commenters, stating that they are working to fix a "server hiccup."

Dunham's most recent reply, posted a half-hour before this post went live, explains that, "Yes, we're having a server issue at the moment" and "We are in the midst of fixing it," urging players to "Hang in there."

In case his message is not clear, I've prepared a visual aid.

MAG Beta Starts Today [PlayStation Blog]

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<![CDATA[MAG Goes To Vegas, Won't Stay In Vegas]]> Super Street Fighter IV won't be the only game in town during next week's CES convention in Las Vegas. Sony's bringing Zipper Interactive's PlayStation 3 shooter MAG to the show, giving fans a chance to rub elbows and shoot bullets.

It's a pretty straightforward affair. You show up, you're of age, you play some MAG and socialized with the Zipper Interactive folks, peppering them with questions about the next SOCOM in between hands-on time with the "final beta."

Additional details are right here, but if you happen to miss out on the good natured festivities, the game will hit North American store shelves just a few weeks later.

Oh, here's some important information!

Who: You and 99 other diehard MAG fans
When: Thursday, January 7 from 4:00 to 7:00pm
Where: The Aria Hotel at CityCenter in Las Vegas, Nevada

Requirements:
· You must be 18 years-old or older – ID *will* be checked by burly men!
· You must RSVP via the Facebook event page.
· Don't hang out in the main lobby! Line up outside Juniper rooms 2 & 3.

Celebrate MAG Going Gold in Vegas – CES Meetup details [PlayStation.blog]

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<![CDATA[A Frag Without the Fest: If Chess Was a Shooter]]> First-person shooters are great and all. But they're no where near the size of real-world military conflicts.

In reality, they play more like isolated firefights than all-out war, according to CJ Heine, lead designer at Zipper Interactive.

"The scale has always been missing," he says.

For example, when you see tracer fire and hear gunshots in other games, it's usually simulated by the computer "to make the player feel like they're in a larger battle than they really are," says Heine.

So he and his team have built what they believe to be a better mousetrap; one that places a human command behind every bullet, air strike, and commotion taking place on screen.

"It's actual combat between real players," Heine explains, speaking of MAG, the upcoming multiplayer-only shooter for PlayStation 3. But not only are the game's actions authentic, the number of simultaneous players it accommodates is staggering: 256 to be exact, a figure that dwarfs the size of previous console shooters.

But my Modern Warfare 2 plays just fine. Why, then, would I want more numbers? What's in it for me, I ask the designer. Added purpose and broader scope comes the reply. "I think MAG is an evolution of the shooter," Heine responds. "Running with 256 players actually allows us to recreate the scale and intensity of widespread combat without relying on artificially placed sounds or effects."

Okay, but what about lag? Some games stutter with only 16 or 32 players online. Sounds like Sony will need a Google-size server farm to manage that many players for a single session. Either that or compromise the gameplay.

While the answer to enable more players would seem to be more hardware, Zipper Interactive says their "new server architecture" allows them to meet the demands of 256 players without the need of costly additional servers.

It's unclear exactly what they've done to ensure stability. And geographical latency is inevitable. But many early previewers have reported surprisingly smooth connections. "Whatever Zipper did with their servers, it's
working," said one beta tester.

There is no "I" in team
If you're one of those independent types or bratty tennis stars that hates team sports, MAG probably isn't for you. With so many players on screen at the same time, games would quickly spiral out of control without organization, making Unreal Tournament played in a tight corridor look like child's play.

To provide the much-needed structure, players are divided into 8-person squads, with 4 squads forming a platoon of 32 players, and 4 platoons forming a company of 128 players. Accordingly, group leaders are critical to the success of the team, says Heine-especially a company's Officer in Charge.

"In many ways, the OIC is similar to a platoon eader in that they cannot personally assign any objectives (like a squad leader)," he says. "But they do control powerful game-changing abilities that can turn the tide of a battle when used properly, such as altering the respawn rates of friendly or enemy forces, communicating the tactical abilities used by squad and platoon leaders, or preventing opposing tactics from being used."

Translation: In MAG, you're forced to work as a team. Since there's no computer-aided actions to guide you to victory, you'll live or die on the decisions made by your fellow gamers. And if your commanding officer is a douche, your team is screwed. It sounds bad, but it makes for some crazy good unity.

"Just watching the reactions in the beta over the last few months, each company has a vocal set of players, all declaring that their faction is the best or easiest to play with," says Heine. "It's great to see the players latching on and creating their own rivalries."

To advance the ranks into leadership roles and create your own company, you'll need to earn the trust of your peers by completing objectives, making valuable contributions, and earning experience points over time. This isn't to say you can't go on solo missions, such as sneaking behind enemy lines and sabotaging their supplies. You just can't be bohemian about it.

"Well-organized squads with good leadership and communication are going to make the difference between a win and a loss more often than the efforts of any one individual player," asserts Heine.

In the year 2025
Set 15 years in the future, MAG takes place in a fully globalized and diplomatic planet Earth.

But greed and utopia can never co-exist, so the demilitarized world quickly sees a rise in demand for enterprising mercenaries known as Private Military Companies to do its killing.

At first, these companies bade for contracts in a civil manner, much like a commercial firm would, explains Heine. At some point, however, "competitive tensions and minor conflicts escalated into full scale war," he adds. How convenient for you, Mr. or Ms. gamer.

With the world in turmoil, and weaponry in the hands of opposing private contractors, players will need to choose which company-otherwise known as factions-they wish to fight for before. For veterans, there's Valor Company, which outfits its troopers with standard-styled military gear. For James Bond lovers, there's Raven Industries, which relies on high-tech gadgetry to win its battles. And lastly, the S.V.E.R. company-a group of misfit militia-
men with a chip on their shoulder.

But not only do factions give the game a sense of individuality, according to Heine, they dictate how aggressive or defensive teams are in their attack. "Each faction has a unique visual style and reason for fighting, but the differences in weapons, equipment, and missions have the biggest impact on gameplay," he says. " Ultimately, factions create a sense of allegiance within MAG, which is rare for a shooter."

What exactly should you expect from the gameplay then? Look no further than SOCOM, Zipper's previous breakthrough series for PlayStation 2. "At the core, MAG and SOCOM are similar in that they're both squad-based military shooters," Heine admits. "Players already familiar with SOCOM will understand the importance of teamwork and have a set of skills, such as fire discipline, which translate over to MAG pretty well."

But as previously mentioned, it's a much bigger party this time-not to mention being a first-person shooter as opposed to SOCOM's third-person perspective. "MAG takes team based gameplay and elevates it," says Heine. "As seen in beta, most objectives are fiercely contested by full squads, and some level of teamwork is usually required to have any success with the objectives."

More specifically, you'll be destroying enemy bases, ordering commands on the fly with the d-pad, or engaging the front lines using standard first-person shooter controls. For a bird's-eye view of all 256 players on screen, you can hit the map button to survey individuals battles and assign new objectives or counterattacks.

Slower is better?
First-person shooters are traditionally known for their quickness. Turn a corner. Bust a cap in some guy's melon. Move on. If it wasn't already obvious, MAG is not that kind of game.

Your deftness with a firearm is still required, and headshots are still present. Only here you'll need to plan your attack, since you'll be commanding or working with upwards of 127 teammates as your opponents do the same.

Aware of how daunting that task may initial seem to some, Zipper has prepared concentrated modes to acclimatize new comers. "If players aren't quite ready to deal with this many players or levels of leadership, we have other gametypes for 64 or 128 players," Heine reassures.

The irony here is that MAG's huge numbers will either make or break the game for some. Since users dictate pace, as opposed to the game itself, MAG plays slower than most. To put it nicely, methodical. As a result, enthusiast gamers seemingly aren't jamming the pre-order lines to play once the game debuts next month.

"For a shooter-based console game just six weeks prior to launch, MAG's popularity numbers are a little lower than desired," says Scott Mucci of GamerMetrics, which tracks interest levels and behavior of some 46 million online gamers. In fairness, this could be because of a recently released juggernaut, Mucci adds.

"Fans of the shooter genre are most likely still focused on Modern Warfare 2," he offers, also noting that the highly anticipated Mass Effect 2 releases the same day.

Whatever the reasoning for the so-so anticipation, it's hard not to notice MAG's draw: filling spacious maps with 256 simultaneous players. MMO without the RPG. Or "massive action game"-take your pick.

Just don't blame me if you get stuck with a broken team.

MAG arrives Jan. 26 exclusively for PS3.

Blake Snow is a freelance writer from Crecente's neighboring state of Utah. His curious work has appeared on MSNBC, the Wall Street Journal, and GamePro among others. He is currently reading Game Over by David Sheff and thinks you should too.

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<![CDATA[MAG Box Art Could Not Be More Explosive]]> Zipper Interactive's upcoming game that is not another SOCOM has already racked up an impressive 18 million kills. And that's before MAG even moves beyond its public beta, soon to be nestled in the massively action-filled box art revealed today.

That's got to be the most straightforward box art we've seen in years, loaded with fireballs, debris, grenades being cooked, rockets being launched at helicopters and a first-person view of a rifle that serves as a handy reminder that, yes, this is a first-person shooter. Sure, it may look like a little pasted on, but at least the message is clear: dudes will be shot and shit will blow the hell up.

MAG and its cover are due to hit the PlayStation 3 in North America on January 26.

MAG Official Box Art + Statistics from the Beta [PlayStation.blog]

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<![CDATA[MAG's Fourth Beta Lets You Hear Enemy Comms]]> More than 6,000 changes have been made to MAG as Zipper Interactive's MMO shooter moves into its fourth beta phase, which will be exclusive to GameStop preorder customers.

Chief among the changes, according to Jeremy Dunham, Zipper's senior community manager is an increase in the level cap to 60 from 40, a "retooled skill tree and experience curve," and "an improved ranking system." Most interestingly is a "proximity chat" feature that allows you to hear the enemy as you get closer, "or trash talk them yourself as you punch 'em full of lead."

Plenty of other details at Dunham's post on PlayStation.Blog, which concludes with a thank you to all of the other beta players preceding the GameStop pre-order beta.

MAG Beta 4 Starts…Now! [PlayStation.blog via VG247]

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<![CDATA[MAG Preview: Come Back Here With My Tank!]]> The only reason I avoid multiplayer-centric games is that I don't get along well with other people. This is going to cost me in MAG.

Take for example my mild obsession with driving tanks. Valkyria Chronicles might pander to it exclusively, but in MAG, you've either got to spawn inside an armored vehicle or find one controlled by your team and get into it without getting run over. I managed to accomplish this feat after a player parked one of our tanks in an awkward corner behind some dumpsters.

I hopped in, spent 10 minutes un-parking the tank and then headed for the next objective point. I got to a gate that needed to be blown up before we could continue, so I hopped out of the tank and ran up to the gate – but an overzealous teammate I'd left in the tank shot me with the tank gun in a misguided effort to blow up the gate. I spawned back inside the tank and hopped out again to go blow up the gate, only this time some other teammate of mine ran up to the tank, took the driver's seat and drove the tank all the way back to the dumpster parking spot.

What the hell, man! I don't care if that's a clever way to protect a mobile spawn point from being destroyed. I was driving that!

What Is It?
MAG is a "massive action game" themed around constant warfare. The fiction is that it's the year 2025 and countries pay one of three private corporations to fight unofficial wars for them. Your faction choices are Valor (America), S.V.E.R. (Post-Soviet region), and Raven (I forget where they're from, but they're very high tech). Players take the role of a persistent character within a faction and begin leveling them up by participating in one of four types of game (Suppression, Sabatoge, Acquisition, Domination) and completing objectives assigned by squad leaders. Depending on the game type, there are between 64 and 256 players at any time – no AI controlled opponents, no singleplayer mode to speak of.

What We Saw
I borrowed someone's level 15 Valor character for a Suppression match in MAG's open beta.

How Far Along Is It?
The game is in open beta right now, but it'll be officially live January 26, 2010.

What Needs Improvement?
Very, Very Busy Screen: Objectives appear both on a mini-map in the upper right hand corner and on screen as bright red or blue icons and little arrows pointing to where they are. Between that and the actual people shooting at you, plus your squad mates' health bars and name tags, there's way too much to look at during combat.

I Hope The Training Mode Rocks: Unfortunately, I didn't get a look at the training modes or tutorials. However, after being instructed by the developer and then dropped into the action, I cannot stress enough just how much is riding on the training the game provides you. MAG really doesn't feel like any other shooter or war game I've played and while that's not a bad thing – it takes getting used to.

What Should Stay The Same?
Fast Paced Action: I died like eight times, but I never felt like I was out of the game too long. Once I got back in, I could pick up right where I left off in the action without missing a beat.

Sooo Many People: The more, the merrier. It helps to have groups of players separated by eight-person squads for organizational purposes. However, knowing that there are maybe 63 other people out there is both overwhelming and exhilarating. Best of all, you'll rarely ever wander into any no-man's-land zones where you can't find somebody to shoot at.

Panama-themed Map: The map were were playing on isn't modeled after a real city per se – however, it did have a distinctly Panama theme to it. It was well-made, too, with lots of alleyways and debris-cluttered streets to provide cover and ambush spots.

Good Matchmaking: I just clicked "join queue" and the game found me a match in less than 30 seconds. God, I hope it stays that smooth at launch.

Final Thoughts
If you're the type who can get along with other people and likes realistic-ish war shooters, MAG is probably for you. If you don't like other people but you do like realistic-ish war shooters, MAG is probably still for you. After all, you don't have to do what your squad leader says – you can just wander off and try to drive a tank over people like I did and the game won't penalize you. But still, with so many people in a game at once, being antisocial seems like a waste of good game design.

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<![CDATA[MAG Beta Widens To Pre-order Enlistees]]> The public beta for Zipper Interactive's massive action game MAG got a few more willing testers today, as the program has expanded to the game's biggest enthusiasts: those who pre-ordered the game. In Canada.

If that's not you, consider this a friendly reminder that if you'd like to participate in the upcoming MAG public beta running next month, the pay-to-play program will require a pre-order from the right retailer. And if you're considering hoping into this leg of the beta fun, make sure the active beta hours fit with your personal schedule.

MAG Pre-order Public Beta Now Open [PlayStation.blog]

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<![CDATA[MAG Hands-On: Army Of Me And A Fierce Pancake]]> The only thing more exciting than playing in a massive, 256-player battle in MAG? Teaming up with another player who has no idea you have formed a bond with him that will last a lifetime.

If you caught my preview of Sony's MAG (Massive Action Game) from E3 earlier this year, it neatly sums up my feelings about MAG as they stand today, the day after the MAG meet-up at the W Hotel in downtown Seattle. It still feels like a very solid, technically competent first-person without too much personality.

What personality the game does have was plastered outside of three rooms on the third floor of the W Hotel. Emblems for the game's three factions hung outside each of the play areas, with around twelve play stations in each. While Zipper Interactive and Sony talked 256-player battles, only twelve from each faction were from the PAX crowd, with the rest of the matches made up of folks currently in the beta test.

The first round I was involved in featured the ragtag S.V.E.R. faction versus the militaristic Valor faction, with my character part of the latter. As I sat down to play, one of the helpful gentlemen standing about told me that we were going to lose. Apparently the other side had sniper rifles, and we didn't. As promised, I died a great deal, shot dead by people I couldn't see, and soon the round was over. Hmph. Time for round two.

Queuing up for the next round, I looked at the player count on the side of the screen. It read a little over fifty players on each side, with the number steadily growing up until the match launched. If there were 128 people on both sides of the conflict I didn't notice. I seemed to run into the same couple of enemy squads over and over again, never quite getting the impression that we were in a giant 128 on 128 battle.

Still, the gameplay was certainly entertaining and engaging, especially once I decided to inject my own dose of personality to the proceedings.

As I mentioned previously, the session was made up of a handful of PAX attendees and players participating in the beta test. With no headsets available, there really wasn't any communication going on. Still, the moment I saw the player named Afiercepancake, I knew we were destined to be best pals.

See, running around on my own was getting me killed, so I decided to go all Army of Two on the game, following Afiercepancake everywhere he went, making sure I had his back, and at times I was almost certain he had mine

It got to the point where I had to watch out for him. He was being reckless and erratic, at times seeming if he was trying to shake me. I had to make sure he made it home in one piece. His daughter, Mary, who he had yet to meet, needed her daddy, and I wasn't going to be the one to let her down.

It bears noting that the PAX MAG meet-up featured an open bar.

So not only had I given Afiercepancake an elaborate back story (his wife is named Edward, for some reason), I had also shared it with the folks standing around me, so soon we were all rooting for him. When I died, I respawned and immediately began looking for his name on the map. When he died, we lamented the fact that MAG doesn't have a button that makes you fall to your knees, open your arms to the sky and cry out a tortured "NOOOOOOOOOOO!"

Despite repeated requests, Afiercepancake would not fist bump. We did, however, fight back to back on several occasions.

At one point my best pal respawned in a plane passing overhead, parachuting down on top of a building I couldn't get on top of. With Mary's tear-soaked face filling my imagination, I rushed the enemy, mowed down in a hail of gunfire all for the sake of being able to respawn and land on top of Afiercepancake's sniper spot. He seemed glad to see me.

I stayed with him until the bitter end, when S.V.E.R. once again triumphed over the forces of Valor, my attempts to rally the troops by humming the G.I. Joe theme apparently ineffective. I passed the controller to the next person waiting in line and prepared to head out for the evening, but not before making sure my successor had his sights set solely on providing backup for Afiercepancake.

Remind me to add him to my PSN friends list when I get home, and if you should see him only, let him know that Mary and Edward need him home in one piece.

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<![CDATA[Did You Get Into The MAG Beta?]]> If you applied for the MAG beta, you might want to check your inbox, because successful applicants are having their beta download codes sent out as you read this.

Some fun facts to go along with the news: the download is just under 2.5GB, and like some other betas, it has limited opening hours, namely between 1000-1300 and 1700-2000 PDT, Monday through Friday.

Kind of limiting, we know, but hey, at least you could do some proper beta work with those times; Sony need help demoing the game at GamesCom this week to those on the showroom floor, so from Wednesday through Sunday people logging in around midnight might find themselves in the unpaid service of Sony Computer Entertainment Europe!

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<![CDATA[MAG Officialy Unloading In January 2010]]> PlayStation 3's massive multiplayer shooter MAG is—officially now—releasing in January 2010, confirming retailer "speculation" that the Zipper Interactive game wouldn't make the holiday season.

A little bit later than some of us might have been hoping for, but considering MAG is just now entering a wider public beta phase, not totally unexpected. Cushioning that potential blow is news from Sony that MAG will be playable at the upcoming Penny Arcade Expo.

Seattle area MAG fans should keep Friday, September 4th from 6:00 to 9:00 PM open, checking in with the official PlayStation.blog for additional details.

MAG Arrives on January 26, 2010 – Jump into the Shadow War at PAX Seattle Blog Meet-Up [PlayStation.blog]

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<![CDATA[MAG Beta Invites Going Out To Way More Than 256 People]]> Time to check your e-mail, PS3 fans. Those desperately wanting to get into the MAG beta might already have an invite cooling in your inbox, getting you one step closer to shooting the bejeezus out of your PlayStation 3 peers.

Zipper Interactive's Massive Action Game has already been beta testing for a select few, but it appears this round of invites is going out to a much much larger group—the kind needed to test those 256-player battles in a more accurate setting.

The potential bad news is the warning that "registration does not guarantee participation," which means some MAG hopefuls may remain just that.

Thanks to everyone who sent this in!

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<![CDATA[MAG Reloading For Release In 2010?]]> The thinning Fall 2009 release list looks like it's getting one release thinner today, as online retailers are pointing to a delay for MAG, Zipper Interactive's massive action game for the PlayStation 3, which is now aiming for January 2010.

Both GameFly and GameStop are listing the title for release during the month of January 2010. Those retailers were expecting MAG on November 24 of this year as of a week ago. When the PlayStation 3 game was being shown at E3, Sony Computer Entertainment America pegged MAG's release date more vaguely, as a "Fall 2009" title.

Earlier this year, Sony named MAG, along with God of War III, as one of the PS3 titles that would ship during its fiscal 2009, a window that extends to March of 2010.

While Sony hadn't yet applied a firm release date to the online shooter, it's looking less likely that the game will make that Fall window, if retailer listings are correct.

Update: A Sony Computer Entertainment spokesperson said "We haven't made any announcements in regards to the launch date, the retailers are just speculating."

Thanks to Kev for the heads up.

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<![CDATA[MAG Devs Talk About How Awesome MAG Is]]> In this developer diary for the PlayStation 3's MAG - Massive Action Game, Zipper Interactive talks about the challenges of creating a first-person shooter in which 256 players can participate all at once.

While this clip does go into some of the technical side of creating a game for 256 simultaneous players at once, the main thing it does is talk about how awesome it is going to be, and how big of a leap the 256 player mark really is. I think we've established that already though, haven't we? Until I am actually in the middle of a firefight with 255 other people around me, the game still remains a pretty yet slightly above average shooter.

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<![CDATA[MAG Preview: Generic Action Game]]> At the Sony booth during E3 2009 I got a chance to become a part of something much bigger than myself, stepping into the shoes of a soldier in Zipper Interactive's MAG - Massive Action Game.

What Is It?
MAG stands for Massive Action Game, and that's exactly what it is. Up to 256 players can participate in a single battle at one time between three different Private Military Companies. Wins and losses affect the global standings for your PMC, with players able to rank up to become squad, platoon, or army commanders, granted access to special powers as they grow in experience. A massive online shooter with persistent elements.

What We Saw
I played a good 15 minutes of an ongoing multiplayer match set on a cluttered industrial battlefield.

How Far Along Is It?
Everything seems to be firmly in place for a Fall 2009 release.

What Needs Improvement?
Personality Deficit: Looking through the fact sheet for MAG reveals an interesting back story about a dark future in which Shadow Wars are fought between private military companies, but the game itself doesn't seem to reflect this. It feels like any other online multiplayer game. It isn't bad, but it doesn't really stand out. Perhaps the portions outside of actual game play better reflect this, but what I played just felt a bit too plain vanilla.

Lag Issues: Even in the controlled environment of a trade show demo the lag monster rears its ugly head, and I found myself firing at enemies that were there one moment, gone the next, disappearing from my sights only to reappear as a corpse a moment later. Conversely, at least once I was shot by a guy who I swear wasn't there a moment before. I'd hate to see such an ambitious game ruined by networking issues.

What Should Stay The Same?
The Shooting Is Just Fine: The actual game play may lack personality, but it is smooth and satisfying. Perhaps a bit too smooth, as I took a tip from my nephew's running sniper Halo style, bringing up the scope and taking out enemies with headshots while running through the thick of battle, but that's exactly how I like it.

So Many Objectives: The map I played on was littered with strategic battlefield objectives, giving players many different ways to advance along the battlefield. Blowing gates to push your way into enemy territory is much more satisfying when you manage to do it on your own while the rest of your squad keeps the enemy occupied at another point along the line. Opportunities to stand out in the crowd, especially when the crowd is theoretically this big, are always welcome.

More Than Killing: As players progress they can invest in additional skills that allow them to become more useful in battle, such as the ability to revive fallen teammates and repair objects. Aside from giving players something to do, it also helps encourage little side skirmishes. I spent a couple minutes participating in a pitched battle around an anti-aircraft battery the enemy was trying to repair...a little battle within the battle.

Final Thoughts
Though MAG promises massive battles between 256 players at a time, I've still yet to see a battle on this scale. I got to drive an APC to an area where such a battle would eventually take place, but the way that battles progress makes it hard to actually demonstrate the feature. What they need to do is set up one of these massive battles and let us wade into that. Until I experience that, MAG will remain as generic as its name in my eyes.

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<![CDATA[First MAG Gameplay Trailer Shows 256 Player Action]]> Zipper Interactive's ambitious Massive Action Game may not be as visually impressive as, say Killzone 2 or Uncharted 2: Among Thieves, but give 'em a break. They're dealing with 256 players at a time.

While the PlayStation 3 game's first gameplay trailer may not show all 256 combatants on-screen at once, cumulatively we'd wager they make that number, if not exceed it. If you're a fan of the SOCOM series or want a big, big Battlefield-style experience, I'm guessing MAG will already be in your sights.

If not, see if the PS3 exclusive's first real-time game footage and its promises of "unrivaled action" floats your boat.

MAG Gameplay Premiere HD [GameTrailers]

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<![CDATA[PlayStation 3's "MAG" In Real-Time]]> The reveal of Zipper Interactive's MAG at E3 2008 was slightly tarnished by the fact that what Sony presented at its media briefing was a pre-rendered affair. Sure, it looked like that clip utilized in-game assets, but we've been burned by CG before. Never again!

Fortunately, on the official PlayStation.blog, we get a look at how MAG will run in real-time, thanks to Rade Stojsavljevic, the game's senior producer. Stojsavljevic notes in the comments that the official still of MAG is "an actual screenshot running on a PS3," one "cropped to center on the action."

Impressive? Hard to tell at 500 x 281 resolution, but we're willing to give it the benefit of the doubt.

First look at MAG [PlayStation.Blog - thanks, Stephen!]

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<![CDATA[PS3 "Massive Action Game" Announced; Promises Battles Up to 256 Players]]> Sony saved the final announcement of its E3 keynote for a concept using the placehold title of "MAG: Massive Action Game," Unveiled by Andy Beaudoin from Zipper Interactive, MAG - whose trailer looked like "SOCOM set 15 years into the future," according to our eyes on the scene, will immerse players in large online battles of up to 256 players. The trailer featured multiple terrain types, complex tactics, and sounds very much like a SOCOM MMO at this stage.

Character growth will be accomplished through an advancement tree, which allows players to fine tune their players throughout massive campaigns. "MAG will deliver an intense and long lasting shooter experience," said Beaudoin, who also described the game as "a workout even for the PS3 architecture."

More on this title as it develops. No release date was specified. Gallery below.

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<![CDATA[Sony Zips Up]]> Being all that they can be, with Sony

Much like they nabbed Guerilla Games Sony just snatched up Zipper Interactive according to Next Generation. Sony already worked very closely with Zipper Interactive, maker of the SOCOM series, and now relations just got a little tighter. Kind of like when you give your girlfriend a key to the apartment. She's already staying there every night, now she can just let herself in if you're too busy in World of Warcraft to get to the door. Sorry, babe.

Sony Acquires Zipper Interactive [Next Generation]
Sony Nabs Guerilla Games

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