Section 8: Prejudice


posted 4/20/2011 by Charles Husemann
other articles by Charles Husemann
One Page Platforms: PC
As I drop from the drop ship I can see my squad mates falling through the atmosphere alongside me. As I fall I know where I’m going: the edge of the anti-air guns guarding the control point of the area I want to own. As I near the landing point I hit the air brake, slowing me down and providing a little more control over my decent. As I get closer to the ground, I nudge myself into the range of the AA guns. They take out my shields, but the time saved helps me to reach the capture point before everyone else.

I sprint towards the capture point, healing my wounds as I go. Once the capture point is mine I begin to defend it while the point switches slowly to my side. I engage enemies out at range with the assault rifle, stripping them of their shields, before finishing them off with my shotgun. Each kill grants me funds which are then converted into a mini-gun turret which is dropped in to help me stave off further attacks. A few kills later and the mini-gun now has a twin on the other side of the point, helping me retain the ownership of this control point while the rest of my team branches out and secures the other points on the map.

As someone who has set up an endless amount of turrets in the basement and hallways of the 2Fort map in Team Fortress 2 this kind of experience is like a drug. Each match becomes an exercise in optimization and operation efficiency. Of course there are some differences between the two games. First off is the style of the game, cartoony fun vs. gritty sci-fi. There’s also the issue that you are limited to nine classes in Team Fortress 2 and thanks to a large customization engine, a near infinite number of classes in Section 8: Prejudice.

What I like about the classes in Section 8: Prejudice is that you can control not only the two weapons and two pieces of equipment your character has but the type of ammunition in the guns (incendiary weapons are fun), the attributes of your armor, and about twenty other attributes about your character. You don’t normally see this kind of depth in a FPS game and it’s going to be fun to see what people do with their configurations.

I have already talked about the Xbox 360 version of Section 9: Prejudice so I was ready to get my hands on the PC version to see how it stacked up. The new build featured one of the four multiplayer maps and a chunk of the single player campaign.

The single player portion of the game I played featured the introduction of the game (i.e. the tutorial level) and chunks of some of the later levels in the build.  The single player campaign is supposed to tick in at around the five hour mark so what I played represented about one third of the final product. What I saw was good; the plot continues where the last game ended (which left me a bit in the dark as I didn’t play it) but serves as a decent way to have some fun with the game before moving on to the multiplayer portion of the game.
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