MMOrning Shots: Bullet Run Retrospective


BulletRun 2012-07-31 23-47-03-35

It’s been a couple of weeks since Bullet Run shut down, so what time better to criticize everything that was done wrong? While it wasn’t a terrible game, Bullet Run is another piece of evidence that you can’t just throw out a free to play shooter and expect it to bring in the same kind of dough as Team Fortress 2 or Call of Duty. It also doesn’t help that the game was heavily accused of having a pay to win system, but for the casual player the game fell short on a big factor: no content.

There is also the factor of the free to play shooter genre, amazingly, being even more saturated than the free to play MMO genre. Most gamers have settled into either a specific game (Planetside 2) or move along with their brand (Call of Duty/Battlefield), so to put out a very basic arcade shooter is inviting a market flop. The market leans even harder against a newcoming shooter when said game launches, again, with a total lack of content but a fully featured cash shop. It’s a bit like a stadium opening up with no bleachers, but with fully stocked (and priced) food stands.

That isn’t to say that Bullet Run would have been a runaway success if it had launched with more content, but additional game modes certainly wouldn’t have hurt in convincing players to stick with it in the long term and throw some cash Sony’s way.

Bullet Run Sunsetting March 8th


BulletRun 2012-08-01 00-15-38-13

Back when I reviewed Bullet Run by Sony Online Entertainment, I noted that while the game was fun, it seriously lacked content. At launch, Bullet Run carried just two game modes (Team deathmatch and Dominion) while at the same time featuring a fully fleshed out cash shop. Bullet Run faced the same problem that many other free to play shooters do: There simply wasn’t enough content. The game itself could be functional and mostly bug free, as well as free itself, but in an era where first person shooters are literally a dime a dozen, and the competing free to play FPS titles have an insane amount of content and have long established their user base, the competition is cut throat.

Whether you put it up to a lack of content, an overbearing cash shop,  or some other reason, Bullet Run is coming to an end as of March 8th.

After much review and consideration, Acony Games and Sony Online Entertainment (SOE) have mutually made the decision to discontinue development on the free-to-play FPS game, Bullet Run. As a result, SOE and Acony will sunset the game and end all game services for Bullet Run on March 8, 2013. We would like to thank the players for their dedication and support of the game.

As with any other shut down, players will be refunded for any membership extending past February 1st on a prorated level.

(Source: Press Release)

ProSiebenSat.1 Deal Altered, More Titles Heading To Europe


You may remember back in February when Sony Online Entertainment announced that they would be opening up a multi-year partnership with European ProSiebenSat.1 Games Group. The list of games affected includes DC Universe, Everquest II, Free Realms, Everquest Next, and Planetside 2. Oddly enough, and without explanation, the list did not include Everquest, Vanguard, and the upcoming Wizardry Online, leading to speculation that ProSiebenSat simply wasn’t interested in the titles.

Well, bad news bears (those of you expecting that Sony would continue hosting said titles in Europe). Today Sony announced that the deal with ProSiebenSat.1 has been expanded. The set list is to include the aforementioned Everquest, Vanguard, Wizardry Online, and the recently released Bullet Run.

“ProSiebenSat.1 is the ideal partner for us to reach an even broader audience in Europe. We are confident that the combination of the media power provided by ProSiebenSat.1 and our expertise in developing high-quality online games will appeal to players in a new and captivating way, creating the perfect prerequisite for achieving great success with our games in Europe.”

The community is once again split over this decision.

(Source: Everquest Forums)

Why Aren’t You Playing: Bullet Run


Whenever I hear about free to play shooter MMOs I think of one thing: over-extensive cash shops. I think about time-limited cash shop weapons and upgrades, with the option of spending a very long time grinding through kills in order to nab that better weapon. For myself, and a number of others, such titles start out fun but quickly lose their edge as the slow grind to achieve new weapons becomes longer and what might normally be random, mindless violence is now less enjoyable than slogging through quests in a fantasy MMO. Thankfully, Bullet Run is not that title.

First things first, before you can start shooting people you must create an avatar capable of holding an automatic weapon. Character customization at creation is virtually nonexistent. Apart from a type, tone, and gender, there isn’t much you are able to alter about your avatar. All characters start with the same basic submachine gun. The in-game marketplace is used to purchase additional cosmetic gear as well as new weapons and attachments, both of which can be purchased with either Station Cash or currency acquired through regular play.

Talking about Bullet Run’s gameplay aspects almost seems redundant, because if you’ve played any other recent first person shooter, you already know what to expect. There are two game modes present, Team Deathmatch and Dominion. The former features two teams of players sparring over a set of maps to see who can rack up the highest score in the time allotted. Dominion, on the other hand, has one team attacking a set of nodes as the other team attempts to defend the map. Dominion is played in two halves, allowing each team a chance to attack and defend. As you complete matches and kill other players, you gain experience and currency which are used to level up and purchase additional weapons and attachments. Abilities are docked and slowly build up a charge over the course of the match as you kill enemies and gain points, and encompass everything from mobile turrets to massive chainguns.

As far as cash shop titles go, Bullet Run scores a few points with its durability system. In many other free to play shooters, items offered on the marketplace are limited by time, often times not allowing the player to purchase a permanent version with in-game currency (assuming one exists at all). Once the time limit has passed, your purchased weapon is useless. In Bullet Run, weapons operate on a durability system  where the weapon must be repaired with either Station Cash or currency. The advantage of the system, however, is that even if you allow the durability to run out, the weapon can still be used at a 10% loss in damage. And considering the fast paced nature of Bullet Run, a 10% drop in your gun’s effectiveness isn’t going to lose you any battles.

Playing Bullet Run isn’t all run and gun, however. One feature added to give an advantage to players who can keep their cool under stress is a sliding bar when you reload. If you have decent reflexes, you can easily receive a speedier reload and some point bonuses as well. On the other hand, you can let the reload take its course, or risk jamming the gun and leaving yourself open to attack. When you find someone in a tight corridor and both of you empty your clips, the reload bonus can mean the difference between life and death.

Where Bullet Run falls short is content, the game lacks variety in almost every sector possible. Most important: There are only two modes to choose from, Team Deathmatch and Dominion. And while the marketplace plays host to a wide assortment of guns, the cosmetic clothing and hairstyles offered are few. Even the commentary by the characters in-game is lacking, with the same phrases being repeated over and over. The end result is that Bullet Run feels incomplete, as if the game had launched as soon as there was a stable product to show, rather than waiting until more content could be added. This isn’t to say that Bullet Run is a bad game by any means, it functions as intended, is fun to play, and the cash shop is much more player-friendly than similar titles.

With further development, and assuming Sony doesn’t cut the game short like a certain other developer, Bullet Run will enjoy a loyal following of shooter fans.

Pros:

  1. Generous cash shop: Weapons/Attachments can reasonably be purchased with in-game currency.
  2. Functional: I didn’t come across any notable bugs, and the servers even managed to stay stable on launch night.
  3. Stable: Lag was not a problem in any of the matches I played.

Cons:

  1. The game lacks content.

Why Aren't You Playing: Bullet Run


Whenever I hear about free to play shooter MMOs I think of one thing: over-extensive cash shops. I think about time-limited cash shop weapons and upgrades, with the option of spending a very long time grinding through kills in order to nab that better weapon. For myself, and a number of others, such titles start out fun but quickly lose their edge as the slow grind to achieve new weapons becomes longer and what might normally be random, mindless violence is now less enjoyable than slogging through quests in a fantasy MMO. Thankfully, Bullet Run is not that title.

First things first, before you can start shooting people you must create an avatar capable of holding an automatic weapon. Character customization at creation is virtually nonexistent. Apart from a type, tone, and gender, there isn’t much you are able to alter about your avatar. All characters start with the same basic submachine gun. The in-game marketplace is used to purchase additional cosmetic gear as well as new weapons and attachments, both of which can be purchased with either Station Cash or currency acquired through regular play.

Talking about Bullet Run’s gameplay aspects almost seems redundant, because if you’ve played any other recent first person shooter, you already know what to expect. There are two game modes present, Team Deathmatch and Dominion. The former features two teams of players sparring over a set of maps to see who can rack up the highest score in the time allotted. Dominion, on the other hand, has one team attacking a set of nodes as the other team attempts to defend the map. Dominion is played in two halves, allowing each team a chance to attack and defend. As you complete matches and kill other players, you gain experience and currency which are used to level up and purchase additional weapons and attachments. Abilities are docked and slowly build up a charge over the course of the match as you kill enemies and gain points, and encompass everything from mobile turrets to massive chainguns.

As far as cash shop titles go, Bullet Run scores a few points with its durability system. In many other free to play shooters, items offered on the marketplace are limited by time, often times not allowing the player to purchase a permanent version with in-game currency (assuming one exists at all). Once the time limit has passed, your purchased weapon is useless. In Bullet Run, weapons operate on a durability system  where the weapon must be repaired with either Station Cash or currency. The advantage of the system, however, is that even if you allow the durability to run out, the weapon can still be used at a 10% loss in damage. And considering the fast paced nature of Bullet Run, a 10% drop in your gun’s effectiveness isn’t going to lose you any battles.

Playing Bullet Run isn’t all run and gun, however. One feature added to give an advantage to players who can keep their cool under stress is a sliding bar when you reload. If you have decent reflexes, you can easily receive a speedier reload and some point bonuses as well. On the other hand, you can let the reload take its course, or risk jamming the gun and leaving yourself open to attack. When you find someone in a tight corridor and both of you empty your clips, the reload bonus can mean the difference between life and death.

Where Bullet Run falls short is content, the game lacks variety in almost every sector possible. Most important: There are only two modes to choose from, Team Deathmatch and Dominion. And while the marketplace plays host to a wide assortment of guns, the cosmetic clothing and hairstyles offered are few. Even the commentary by the characters in-game is lacking, with the same phrases being repeated over and over. The end result is that Bullet Run feels incomplete, as if the game had launched as soon as there was a stable product to show, rather than waiting until more content could be added. This isn’t to say that Bullet Run is a bad game by any means, it functions as intended, is fun to play, and the cash shop is much more player-friendly than similar titles.

With further development, and assuming Sony doesn’t cut the game short like a certain other developer, Bullet Run will enjoy a loyal following of shooter fans.

Pros:

  1. Generous cash shop: Weapons/Attachments can reasonably be purchased with in-game currency.
  2. Functional: I didn’t come across any notable bugs, and the servers even managed to stay stable on launch night.
  3. Stable: Lag was not a problem in any of the matches I played.

Cons:

  1. The game lacks content.