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Fireteam Review
December 27, 1998   Terence Wong > [View My Other Articles]
Dennis Thresh Fong > [View My Other Articles]
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Introduction

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Yell at your friends and enemies!

While rampaging through single player AI monsters can be quite immersive and entertaining, people are quickly finding themselves craving for something more, something beyond killing slow-reacting monsters, finding keys, and shooting exit buttons. Thankfully, these days, game developers have come to realize that a game without a multiplayer option is probably not going to make it very far.

There's nothing more exhilarating than playing against unpredictable human adversaries -- opponents who can react and respond realistically to your actions. Using baseball as an example, balls being thrown (by a ball machine) at 100MPH in batting practice can be hard to hit, but it's only a matter of time before you get adjusted to the speed and start hitting them out of the park. However, place yourself in front of a real-life pitcher (like Randy Johnson) who's pitching at 100MPH, and you'll be more worried about your life than taking a swing at the ball. It's that human unpredictability that really gets our blood-flowin' and adrenaline pumpin', and that experience is exactly what Multitude is trying to tap into with their new title, Fireteam.

Fireteam looks like it's going to be one helluva multiplayer experience. With an isometric ¾ top-down view, the game combines the likes of Crusader, X-com, and Diablo's multiplayer functionality to form an action-packed team play oriented game. With an intensity level not unlike Quake clan matches, or even real-life paintballing, Fireteam allows you to team up with up to three other players, and play against up to three other teams of four.

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