FireTeam
Developer(s)Multitude, Inc.
Publisher(s)
Director(s)Art Min
Producer(s)Bill Money
Designer(s)Harvey Smith
Ned Lerner
Platform(s)Microsoft Windows
Release
  • NA: December 14, 1998[1]
  • EU: October 1999
Genre(s)Action Strategy
Mode(s)Multiplayer

FireTeam is a 1998 video game developed by Multitude, Inc. for Windows.

Gameplay

The original FireTeam box.

The game has three offline training sessions for player to familiarize themselves with the basics of the game. The rest of the content can only be played in the online multiplayer. The multiplayer consists of short matches with a time limit of 10 minutes each. There are four different game modes for the matches: Deathmatch, BaseTag, Gunball, and Capture the Flag. Players pick one of three characters to play in the game: a light-armoured scout, a commando, or an offensive oriented gunner. The chosen class can be switched while the player is dead in the game. The game initially contained 32 maps separated by the four games modes, but intended to add more maps to the game in the future.[2]

Between matches players can talk in chat rooms to strategize. Included in the box with the purchase of the game was a headset for use with the game's real-time voice chat.[2]

Development

FireTeam was designed by Ned Lerner, Art Min, and James Morris (creator of the Panasonic M2 graphics libraries, programming tools, and operating system).[3] The gameplay was a deliberate attempt to adapt the dynamics of MicroProse's X-COM series to a real-time environment.[4]

Early news coverage of the game tended to center on its ability to let players talk to each other online without voice modems, and Multitude acquired patents on portions of the voice technology.[3] The developers ran a 40,000 person beta test before focusing on the voice technology, turning FireTeam into Firetalk.[2]

Reception

The game received favorable reviews according to the review aggregation website GameRankings.[5] Michael E. Ryan of GameSpot highly praised the many nuances to the gameplay and the friendly, helpful player community and said that the voice communication gives FireTeam a stronger social aspect than most online games, in addition to serving as a useful gameplay element. However, he also said the training missions are grossly insufficient at preparing the player for the game, the gameplay and voice suffer from lag times, and that there were so far few players online at any given time.[12] PC Magazine's preview was pleased with 10 minute time limit on sessions and the easy to learn yet tough to master gameplay.[15] PC Accelerator's John Lee wrote that he appreciated the voice chat and templay aspects of the game, but said these two features were "not enough to carry the game," noting the 10 minute time limit was too short and repeating the same arcade modes quickly became repetitive. Like Ryan, he stated the game didn't offer enough practice before forcing players into the online multiplayer.[2]

The game was a commercial failure, with sales of 1,500 units by March 1999.[16][17]

The game was a finalist for Computer Games Strategy Plus' 1998 "Online Game of the Year" award, which ultimately went to Starsiege: Tribes. The staff described it as "excellent".[18]

References

  1. Mayer, Robert (December 1, 1998). "FireTeam to Go Gold Tonight". Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on December 1, 2002. Retrieved April 28, 2021.
  2. 1 2 3 4 5 Lee, John (April 1999). "FireTeam". PC Accelerator. No. 8. Imagine Media. p. 82. Retrieved April 28, 2021.
  3. 1 2 Svensson, Christian (September 1997). "Joyriding". Next Generation. No. 33. Imagine Media. p. 30.
  4. "NG Alphas: FireTeam". Next Generation. No. 33. Imagine Media. September 1997. pp. 78–79.
  5. 1 2 "FireTeam for PC". GameRankings. CBS Interactive. Archived from the original on June 9, 2019. Retrieved April 28, 2021.
  6. Cross, Jason (January 14, 1999). "FireTeam". Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on July 9, 2003. Retrieved April 28, 2021.
  7. Larka, Lance A. (April 1999). "Company Man (FireTeam Review)" (PDF). Computer Gaming World. No. 177. Ziff Davis. p. 173. Retrieved April 28, 2021.
  8. Grant, Jules (January 21, 1999). "FireTeam". The Electric Playground. Greedy Productions, Inc. Archived from the original on January 5, 2002. Retrieved April 29, 2021.
  9. Male, Peter "Pete" (May 9, 2000). "FireTeam". Eurogamer. Gamer Network. Archived from the original on August 16, 2000. Retrieved April 29, 2021.
  10. Olafson, Peter (1999). "FireTeam Review for PC on GamePro.com". GamePro. IDG Entertainment. Archived from the original on February 14, 2005. Retrieved April 29, 2021.
  11. Cooke, Mark (January 1999). "Fire Team [sic]". GameRevolution. CraveOnline. Archived from the original on April 9, 2004. Retrieved April 29, 2021.
  12. 1 2 Ryan, Michael E. (February 8, 1999). "FireTeam Review [date mislabeled as "May 1, 2000"]". GameSpot. CBS Interactive. Archived from the original on December 11, 2004. Retrieved April 28, 2021.
  13. Kornifex (October 28, 1999). "Test: Fireteam [sic]". Jeuxvideo.com (in French). Webedia. Retrieved April 29, 2021.
  14. "FireTeam". PC Gamer. Vol. 6, no. 5. Imagine Media. May 1999. Archived from the original on October 18, 1999. Retrieved April 28, 2021.
  15. "After Hours: FireTeam". PC Magazine. Vol. 18, no. 5. Ziff Davis. March 9, 1999. p. 294. Retrieved March 9, 2019.
  16. Jebens, Harley (March 9, 1999). "FireTeam: Multitude's First and Last Game? [date mislabeled as "April 27, 2000"]". GameSpot. CBS Interactive. Archived from the original on March 11, 2000. Retrieved April 28, 2021.
  17. Asher, Mark (March 17, 1999). "Game Spin: Things that Sort of Suck". Gamecenter. CNET. Archived from the original on August 24, 2000. Retrieved April 28, 2021.
  18. CGSP staff (February 11, 1999). "The Best of 1998 (Online Game of the Year)". Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on February 10, 2005. Retrieved April 28, 2021.
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