As I made my way across the show floor at PAX East back in March, my gaze was instantly drawn to the oddly familiar, large logo overhead that was bathed in a lightning-blue hue. The word Firefall was drawn on the the sign and instantly recalled the familiar Starcaft logo; the similarities stop there though.
FireFall is a PC-exclusive, class-based FPS…..Hey wait, we weren’t done yet! I didn’t get to telling you about how it’s completely free to play! As I mentioned in my previous story on Firefall last week, this title has adopted the recently popular freemium, or also commonly known as free-to-play model. This is a bold step in what could prove to be an outstanding experience, should the community latch on. This was my third opportunity with the game; the first two coming at PAX East and again at GamesCom.
My experience with FireFall at PAX was far different from my previous outings with the title. In the latest build, not only was the Engineer class finally revealed, but the MMO elements of the world finally came to life. This sudden change of pace for the game was welcome and certainly makes it more appealing due to the variety of added elements.
I began the game in the center of a tropical island resort where I stopped by a local eatery that housed a forging station, which allowed me to change load outs and upgrade my weapons, as well as a battleframe terminal where I could swap out my frame. Each class begins with three unique abilities that can be swapped out for additional ones as players progress. These are acquired in one of two ways: either as random drops after a kill or by purchasing them from FireFall‘s store with crystite, which functions as the title’s in-game currency that is dropped from enemies. Assault, Recon, Medic, and newly announced Engineer class were playable in this build. Naturally, I went with the Engineer.
As I made my way around the town, my commander, a svelte female, was instructing me of my first set of orders: eliminate three sets of enemies located immediately outside of the city. It was your standard “kill X number of rats” quest, although the chatter between my commander and another colleague was welcome considering they were both well voice-acted. Before I could even finish the second set of enemies, the chatter initiated once again; this time, however, things were different.

Overhead, a fleet of enemy airships were coming out of cloaking to fire drop pods toward the village while friendly anti-aircraft turrets returned fire. My commander summoned me to return for the imminent attack where my goal consisted of defending the batteries powering the AA guns until they had fought off the attackers. As I made my way back to the village, the commander barked that I was taking too long and warped me, along with any other players in the zone, to the center. All of our quests were put on hold until we could ward off this threat.
Once I arrived at battery A, I quickly dropped my turret, picked up additional materials to upgrade it, and then build a transparent shield in front of it. As enemies approached, I switched to my machine gun to take them on, relying on my turret to support my endeavors. A nice feature to the turrets in FireFall is the ability to have them fire upon targets that you select. By hitting the F key while I was shooting at an enemy, my turret instantly changed targets and assisted me. If we were able to survive the attack, we would have been granted an additional weapons slot; unfortunately, neither of the two attempts we made were successful.
With a free price point, gamers would be foolish not to give FireFall a try. The closed beta begins this September late August and will be distributed through FireFall’s official forums. Should developer Red 5 be able to deliver all of their promises, this title will surely offer a solid alternative for players looking for some variety from Valve’s wildly successful class-based king, Team Fortress 2.
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