Section 8 Preview TheTechLounge

By on September 3, 2009
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“I’m having a hard time trying to find something original in Section 8. And it matters not. Even the engine is used – it’s based on the multi-platform Unreal Engine 3, which irritates me since I can’t get anti-aliasing to work; but fine, it doesn’t seem to disrupt my ability to womp the shite out [...]

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“I’m having a hard time trying to find something original in Section 8. And it matters not. Even the engine is used – it’s based on the multi-platform Unreal Engine 3, which irritates me since I can’t get anti-aliasing to work; but fine, it doesn’t seem to disrupt my ability to womp the shite out of 16 of my temporary nemeses, bot or human, and try as I might, I can’t stay away from this title for very long. Oh, and I’ve been playing the beta, the demo version.

It’s free. It’s kinda buggy. So what is the thing that makes this incomplete game so damn appealing? It’s everything Team Fortress 2, or Left 4 Dead, and so many others, aren’t. Starting with scale; you literally begin each round a mile off the ground, screaming and on fire like the codpiece of God. Your nearest base is half a click away and your current objective is twice that, and there’re three walkers between you and the VIP. So what do you do? Lock your suit into sprint mode, just before the armor closes in on your delicious red triangle, hit your jets and sail over them. If your aim is right, you land on that enemy general feet-first before teabagging him with your grenades.”


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