Man Vs Machine: Review

Man vs Machine is a browser-based FPS, designed as a world-record attempt and tech demo by MuchDifferent.

The aim is for 1000 players to simultaneously battle it out as either Man or Machine: Man is equipped with an explosive projectile dealing splash damage, whilst Machine uses piercing, precision lasers to deal damage to single targets.

First up, the main site was unable to take the strain, and had a Google redirect slapped on it.  I found a mirror; a page with unstyled CSS but most importantly, the option to get in and play.  I managed to get in (as Man) long enough to see a mass of machines under shields on the horizon..

I fired a shot or two before the connection dropped.. I got one kill, anyway.

I reconnected, and was placed on the side of the Machines where I was killed as soon as spawn-protection was over.  This happened over and over, and I don’t think I even killed a single enemy.

Man has splash damage, meaning they only needed to keep firing in the direction of the Machines to guarantee a kill, while Machines have to wait for the shield to disappear before firing, find a target and aim.. and then hope to hit something.

Machines are bunched up in groups, there is no cover, and nowhere to run out from to try and flank the humans.  I feel the Machine’s model is too large as well, as your allies all-too-effectively block your view of the enemy.  A larger map might allow players to get out and move around, and let this be a bit more fun.

Sure, this is a world-record attempt and tech demo – but this wasn’t even close to fun to play as a Machine.

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One Comment

  • theheadofabroom says:

    I concur heartily – as someone involved in the games industry I was very excited about this and so made sure I got in for the developers team. In ten minuets I died over 30 times, and got about 20 kills. I was then kicked out and rejoined, this time as a gamer – the difference it massive – within 5 min I had scored over 30 kills and died twice. A nice tech demo, and very impressive, but I wish someone had thought to balance it a little more – makes for a pretty bad game. The tech is however what counts, and so I look forward to seeing this sort of tech used in some AAAs in the next 3-4 years

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