Impressions: The Agency (PS3/PC)
Last month, during Sony Gamers' Day, we ventured deep inside SOE Seattle's secret lair -- no joke, the building's not even marked with the company name -- to get an updated look at its spy MMO, The Agency, for PS3 and PC. Now that details of the event have finally been declassified, we're pleased to share our impressions of the eyes-on demo with you.
The actual event began with a fairly lengthy presentation by key figures from the SOE Seattle team, featuring Matt Wilson, Hal Milton and Corey Dangel. All three had previously worked for Microsoft (which would explain why the studio is located just two blocks from Microsoft's main HQ), and, between them, they have assembled an impressive resume, including work on Asheron's Call, Dungeon Siege, Wing Commander, Ultima Online, Total Annihilation and critical darling Psychonauts. Of course, as Wilson highlighted, SOE Seattle's primary objective is to deliver console-based MMOs, a vastly underdeveloped market, in which very few developers have experience. Enter The Agency.
The actual event began with a fairly lengthy presentation by key figures from the SOE Seattle team, featuring Matt Wilson, Hal Milton and Corey Dangel. All three had previously worked for Microsoft (which would explain why the studio is located just two blocks from Microsoft's main HQ), and, between them, they have assembled an impressive resume, including work on Asheron's Call, Dungeon Siege, Wing Commander, Ultima Online, Total Annihilation and critical darling Psychonauts. Of course, as Wilson highlighted, SOE Seattle's primary objective is to deliver console-based MMOs, a vastly underdeveloped market, in which very few developers have experience. Enter The Agency.
Gallery: Sony Gamers Day: The Agency
The gameplay demo was controlled by Wilson, playing on PC, in tandem with another SOE Seattle developer, who was playing on a PS3 right next to him. Both were connected to the same server, and they teamed up to tackle a couple of missions for us. Immediately, it was clear that the PS3 version wasn't running on par with the PC version (which is probably why this was the first time the PS3 version had ever been shown). The PC version ran smoothly with sharp, crisp graphics and superior textures, while the PS3 version suffered from noticeably lower-quality textures and a slightly sluggish framerate. Overall, the PS3 version still looked quite solid, but when displayed next to the PC version, the disparities were very apparent.
The Agency is being developed using a modified Unreal 3 Engine, which provides an ideal foundation for the multiplatform aspect and a variety of pre-made toolsets to build out the graphical and online elements of the game. SOE Seattle is also tapping into the company's previous know-how (see Everquest, Planetside, etc.) to ensure an extremely low latency server farm, capable of creating an online action game with minimal latency.
According to Wilson, the team has been working for two years to achieve this specific goal.
Though Wilson and his partner were playing together on separate platforms, cross-platform functionality might not be in place at launch. The development team is still struggling to balance the two platforms' controls, so that a keyboard and mouse setup isn't superior to using a PS3 gamepad -- or vice versa. There's also the issue of patching. Traditionally, MMOs receive a steady stream of patches to fix bugs, add new content and tweak gameplay. On the PC, a patch can be released the day it's finished, but on the PS3, all patches have to go through a certification delay. Clearly, the PC version can't receive a major patch, say, a month before it's delivered to PS3 users. SOE is confident it will work out these issues, but is hesitant to guarantee cross-platform multiplayer at launch.
In addition to the two hardware platforms, The Agency is divided between two factions. On one side you have Unite, an organization described as sleek and sexy (you know, Bond-ish). And on the other, there's Paragon, a rough and tumble outfit that leans toward Rambo-esque bravado. While the groups are competitive in the sense that they're both trying to be the number one, super-secret spy organization in the world, they're not enemies per se -- you won't be fighting against Paragon's members if you decide to join Unite (though there are some PvP elements in the game). Instead, there are numerous villainous groups that you will be tasked with taking down, regardless of your affiliation.
The event's demo started out with Wilson and his pal gathering in a classy chateau, the main persistent area in The Agency. Much like Guild Wars, the places where you pick up missions and assemble with friends are standard, persistent MMO environments, but when once you jump into a mission you'll enter into an instanced combat zone. This framework keeps griefing to a minimum and helps to maintain a solid framerate and low latency.
The first mission demo'd was a surveillance mission, where the two players were tasked with photographing bits of key evidence in a mansion. The camera system appeared very similar to Dead Rising -- a good thing from our perspective. The mission wasn't as easy as point and click, though, as the duo had to outsmart guards and overcome various obstacles that were keeping them from getting close enough to photograph the evidence. At one point, the team overloaded a circuit breaker box, luring the guards from their posts to investigate the incident -- and leaving the path to the evidence wide open! While it wasn't the most exciting espionage scenario we could envision, the sample mission was at least confirmation that The Agency won't rely purely on run-and-gun gameplay.
The game incorporates both action- and skill-based gameplay. There are no RPG elements applied to the shooting aspect, a la Fallout 3 or Dues Ex -- a headshot is a headshot. Instead, SOE has developed several different representations of character growth. One such element is the "operatives." Operatives are "collectable" NPCs (unlocked by completing various missions) that can lend support in the field, spy on enemies, or craft items (think Q or Moneypenny from the James Bond series). Currently, there are over 480 operatives in the game, each with a unique personality and abilities.
Also, in a departure from the normal MMO trappings, your character is not locked into one class. Instead, your class is decided by whatever outfit you're wearing, giving players quite a bit of gameplay flexibility. If you want to mix it up and go into a mission as a heavy weapons expert, all you need to do is change out of your spy gear and into the appropriate getup. Additionally, outfits can be customized by look and style, ensuring there won't be hundreds of clones running around the game world.
The weapons in The Agency will be a major part of your character's progression, too. As you use a weapon (of which there are "a ton"), you earn experience points for that weapon, in turn, unlocking attachment slots for customization. From what we saw, there are a wide variety of weapon attachments, so you won't be merely leveling up a weapon just to attach a standard silencer.
The second mission we were shown focused on these more action-oriented elements of the game. Wilson and his partner took on a small army of grunts pouring out from the mansion. The action quickly grew frantic and both players were making use of all the weapons in their arsenals, while augmenting them with their "skills." Skills are abilities that can boost players' defenses, attacks and other actions and are unlocked as missions are completed. Their usage is limited by a stamina gauge, requiring players to manage their skills usage wisely in order to tackle some of the harder missions.
Eventually Matt and his cohort were able to take down the group of thugs, despite some sketchy moments. The shooting gameplay seemed solid and accessible to anybody who has played a third-person shooter before, though since we didn't get our hands on the game we'll reserve our judgment on that particular aspect. Once a mission is finished, players are judged and ranked based on performance, and then given rewards. Rewards are handed out through a slot-wheel lottery interface. If you just do okay, you receive a bronze rank and two wheels spin; if you do better: silver and four spins; and, if you're awesome: gold and the maximum five spins. Though you only get to choose one of the rewards from your spins, more spins obviously increases the likelihood of a rare item turning up.
The Agency is clearly inspired by the James Bond films; it also takes cues from more whimsical movies, as well, like Charlie's Angels and Get Smart. The team likes to describe the game's style has "jet-setting, cocktail culture" -- translation: fun, sexy, and cool. This style, along with the action-based gameplay, distinct environments and modern day setting, is intriguing and looking likely to offer a welcome change from the standard MMO offerings out there. The PC version was particularly impressive and appeared nearly complete, while the PS3 version was definitely a step or two behind. Still, we have no reason to doubt that the finished product will deliver on both platforms and offer an entirely unique experience for PS3 owners. When that time will come, however, remains a vague 2010 release window, but we do expect to see more of The Agency next week at E3. Stay tuned.
The Agency is being developed using a modified Unreal 3 Engine, which provides an ideal foundation for the multiplatform aspect and a variety of pre-made toolsets to build out the graphical and online elements of the game. SOE Seattle is also tapping into the company's previous know-how (see Everquest, Planetside, etc.) to ensure an extremely low latency server farm, capable of creating an online action game with minimal latency.
The PS3 version wasn't running on par with the PC version. |
Though Wilson and his partner were playing together on separate platforms, cross-platform functionality might not be in place at launch. The development team is still struggling to balance the two platforms' controls, so that a keyboard and mouse setup isn't superior to using a PS3 gamepad -- or vice versa. There's also the issue of patching. Traditionally, MMOs receive a steady stream of patches to fix bugs, add new content and tweak gameplay. On the PC, a patch can be released the day it's finished, but on the PS3, all patches have to go through a certification delay. Clearly, the PC version can't receive a major patch, say, a month before it's delivered to PS3 users. SOE is confident it will work out these issues, but is hesitant to guarantee cross-platform multiplayer at launch.
In addition to the two hardware platforms, The Agency is divided between two factions. On one side you have Unite, an organization described as sleek and sexy (you know, Bond-ish). And on the other, there's Paragon, a rough and tumble outfit that leans toward Rambo-esque bravado. While the groups are competitive in the sense that they're both trying to be the number one, super-secret spy organization in the world, they're not enemies per se -- you won't be fighting against Paragon's members if you decide to join Unite (though there are some PvP elements in the game). Instead, there are numerous villainous groups that you will be tasked with taking down, regardless of your affiliation.
The event's demo started out with Wilson and his pal gathering in a classy chateau, the main persistent area in The Agency. Much like Guild Wars, the places where you pick up missions and assemble with friends are standard, persistent MMO environments, but when once you jump into a mission you'll enter into an instanced combat zone. This framework keeps griefing to a minimum and helps to maintain a solid framerate and low latency.
The first mission demo'd was a surveillance mission, where the two players were tasked with photographing bits of key evidence in a mansion. The camera system appeared very similar to Dead Rising -- a good thing from our perspective. The mission wasn't as easy as point and click, though, as the duo had to outsmart guards and overcome various obstacles that were keeping them from getting close enough to photograph the evidence. At one point, the team overloaded a circuit breaker box, luring the guards from their posts to investigate the incident -- and leaving the path to the evidence wide open! While it wasn't the most exciting espionage scenario we could envision, the sample mission was at least confirmation that The Agency won't rely purely on run-and-gun gameplay.
The game incorporates both action- and skill-based gameplay. There are no RPG elements applied to the shooting aspect, a la Fallout 3 or Dues Ex -- a headshot is a headshot. Instead, SOE has developed several different representations of character growth. One such element is the "operatives." Operatives are "collectable" NPCs (unlocked by completing various missions) that can lend support in the field, spy on enemies, or craft items (think Q or Moneypenny from the James Bond series). Currently, there are over 480 operatives in the game, each with a unique personality and abilities.
Also, in a departure from the normal MMO trappings, your character is not locked into one class. Instead, your class is decided by whatever outfit you're wearing, giving players quite a bit of gameplay flexibility. If you want to mix it up and go into a mission as a heavy weapons expert, all you need to do is change out of your spy gear and into the appropriate getup. Additionally, outfits can be customized by look and style, ensuring there won't be hundreds of clones running around the game world.
The weapons in The Agency will be a major part of your character's progression, too. As you use a weapon (of which there are "a ton"), you earn experience points for that weapon, in turn, unlocking attachment slots for customization. From what we saw, there are a wide variety of weapon attachments, so you won't be merely leveling up a weapon just to attach a standard silencer.
The second mission we were shown focused on these more action-oriented elements of the game. Wilson and his partner took on a small army of grunts pouring out from the mansion. The action quickly grew frantic and both players were making use of all the weapons in their arsenals, while augmenting them with their "skills." Skills are abilities that can boost players' defenses, attacks and other actions and are unlocked as missions are completed. Their usage is limited by a stamina gauge, requiring players to manage their skills usage wisely in order to tackle some of the harder missions.
Eventually Matt and his cohort were able to take down the group of thugs, despite some sketchy moments. The shooting gameplay seemed solid and accessible to anybody who has played a third-person shooter before, though since we didn't get our hands on the game we'll reserve our judgment on that particular aspect. Once a mission is finished, players are judged and ranked based on performance, and then given rewards. Rewards are handed out through a slot-wheel lottery interface. If you just do okay, you receive a bronze rank and two wheels spin; if you do better: silver and four spins; and, if you're awesome: gold and the maximum five spins. Though you only get to choose one of the rewards from your spins, more spins obviously increases the likelihood of a rare item turning up.
The Agency is clearly inspired by the James Bond films; it also takes cues from more whimsical movies, as well, like Charlie's Angels and Get Smart. The team likes to describe the game's style has "jet-setting, cocktail culture" -- translation: fun, sexy, and cool. This style, along with the action-based gameplay, distinct environments and modern day setting, is intriguing and looking likely to offer a welcome change from the standard MMO offerings out there. The PC version was particularly impressive and appeared nearly complete, while the PS3 version was definitely a step or two behind. Still, we have no reason to doubt that the finished product will deliver on both platforms and offer an entirely unique experience for PS3 owners. When that time will come, however, remains a vague 2010 release window, but we do expect to see more of The Agency next week at E3. Stay tuned.

















Reader Comments (Page 1 of 1)
TONY @ May 26th 2009 4:21PM
looks like it could be fun. i wonder what its going to cost to play it though.
ifalldownstairs @ May 26th 2009 5:27PM
Hopefully it doesn't have a monthly fee. I really can't see why there would be one, as the game can hardly lay claim to the name "MMO". It seems to be little more than a co-op online shooter with gear and a lobby system that allows you control of your character. That isn't a bad thing, but it certainly isn't reason to slap a monthly fee on the game.
kinshadow @ May 26th 2009 6:33PM
I can almost guarantee it will be the same price as all the other SOE MMOs, with is ~15/month scaled down for bulk. They'll probably also have it on Station Pass, which let's you subscribe to all SOE MMOs (10?) for ~$20/month.
koehler83 @ May 26th 2009 4:24PM
I for one have no confidence in SOE in terms of PS3 development. Hearing it's being built on the Unreal Engine just makes me feel worse about it.
SOE is hopelessly tied to PC development. I say create another studio specifically for console MMO development completely detached from the PC market.
jarhead906 @ May 26th 2009 4:27PM
This guy speaks Truthiness.
deusmecha @ May 26th 2009 4:30PM
Agreed.
Colin Torretta @ May 26th 2009 4:54PM
The company was formed explicitly for console MMO development -- it's a bunch of ex-Msft guys who got mad at how Msft wouldn't let them make a console MMO (cough -- Mythica). They're just doing a PC one as well, since financially that makes sense -- with the PC market being tried-and-true for MMOs.
-Colin
Colin Torretta @ May 26th 2009 4:55PM
Err, if it makes it any clearer what I mean -- this is not an SOE formed spin-off studio. SOE bought the company that Matt Wilson founded and renamed it.
-Colin
Exodus @ May 26th 2009 10:02PM
Except that developers have stated that coding for the PS3 is a lot like coding for the PC...infact that it is almost identical. So I for one do have faith in SOE for developing for the PS3.
Storm Eagle @ May 26th 2009 4:26PM
I was wondering how this game was doing. Looking good so far. I'll definately be looking out for more next week.
Sir Buzz Killington( The Artist formerly known as Jakka) @ May 26th 2009 4:32PM
InbeforeTeamFortress2.
Angel Mass @ May 26th 2009 4:35PM
It looks interesting, Ill look forward for this too!
Whispertrance @ May 26th 2009 4:35PM
Pyschonauts.
Yeah, about that...
Jrod @ May 26th 2009 4:37PM
This game has one of the coolest concepts i've ever heard.
Jampirow @ May 26th 2009 4:39PM
Has anything been said if this game will be free, PSN or BD?
DeathroW @ May 26th 2009 4:44PM
iirc there will be a free version and a subscription based version.
Jampirow @ May 26th 2009 4:48PM
Ughh, optional subscription...
I think this means free players will be able to play for like, 5 levels or so.
Colin Torretta @ May 26th 2009 4:57PM
Still too early to tell for subby fees. They mentioned a variety of options last year, but when I was there last month they said they had not decided yet. They go into it a bit more during my interview with them which should be up this week.
I would assume it would be a BD game though.
-Colin
ocdog45 @ May 26th 2009 4:45PM
from hte sound of it, it needs work. i'm follwing this game and i would hate for it to suck. doesn't have to look great for a mmorpg to work.
dsdsfs @ May 26th 2009 5:03PM
UE3 engine strikes again. The bane of PS3 development. The sooner companies stop making games with UE3 which has to cater for the last-gen box360 and all, and moves to a platform specific engine the better.
Look at what almost every PS3 exclusives can do, and you will see how badly UE3 sucks balls.
Uncharted engine, Killzone2 Engine, infact every PS3 (perhaps Haze aside).
Duke @ May 26th 2009 5:24PM
"last-gen box360"
*giggle giggle* You sure got them.
Jakko @ May 26th 2009 6:06PM
I agree 100% dsdsfs
The Xbox 360 can't even handle DVD9 games without putting out all sorts of errors whilst the superior PS3 can play BLU-RAY games/movies and yet STILL devs prioritise the inferior system. Nevermind, the exclusives from this year onwards are much more interesting for PS3.. tell me one game coming for the 360 now worth waiting for... HALO 2.75? XD
kentuckyfried @ May 26th 2009 7:46PM
They should get licensing rights to the MGO or Battlefield: Bad Company engine...
I wonder how much Konami would ask for it, presuming they even consider opening it up (which I doubt).
j.howlett @ May 26th 2009 5:40PM
this is a game i'm really looking forward to. i can't wait to get my first text from the game.
tobz1000 @ May 26th 2009 6:15PM
How did they manage to get the PS3 not running smoothly? These aren't exactly top-notch graphics.
kentuckyfried @ May 26th 2009 7:47PM
It's the unreal 3 engine causing problems; it's always run like sh1t compare to how it runs on the 360... =(
Popfrogs @ May 26th 2009 9:59PM
It's the crappy Unreal engine, it just has an underlying hatred of the PS3.
tobz1000 @ May 26th 2009 10:18PM
Ah, I didn't realise. Still, PS3 runs UT3 okay and that's a far sight prettier than this. I call shenanigans.
Kdiggy @ May 27th 2009 10:20AM
Still, Unreal Tournament 3, Bioshock, and Batman have all used the Unreal engine on the PS3 successfully. From what I understand, it's harder to get it to work on the PS3, but it can be done.
spark @ May 26th 2009 8:32PM
Deus Ex is misspelled as Dues Ex.
Andrew @ May 26th 2009 8:42PM
Not all that interested in this game...
The market is flooded with many shooters, and attaching MMO elements to a shooter this campy looking?
I don't think this will have the success the developers may be hoping for.
Deck @ May 27th 2009 1:18PM
I disagree. The concept is great. And the locales are awesome. Its supposed to take place in modern day locales all around the world. Which I think, is really damn sweet if they pull it off right.
If it turns out decently, I think it will be awesome. I know I for one will be grabbing it.
ryan_villa @ May 27th 2009 7:22AM
I cant wait for this i love James bond games and the films and sa its an MMO it should be imense
Overgauss @ May 27th 2009 1:10PM
Well as lame as these graphics look there had better be some sort of carnage engine and transparency effects that showcase the 'power' of PS3.
It's early mid-game for the PS3, there's no time for half measures.
I would prefer that they replicate the sometimes EPIC carnage found in Warhawk while also maintaining a flawless frame rate. Then kick up the carnage to 11. In this way I can forgive them their mediocre graphics.
I'm playing a spy mmo, I expect to blow up cars, bridges, boats and airplanes, with a few castles and some headquarters thrown in for good measure.
Thus epic carnage should be found therein. The screenshots indicate mehful thinking though.
Parabolee @ May 27th 2009 1:30PM
Very excited for this game. Hope there is no monthly fee!
Walton Laybe @ Jun 5th 2009 7:27AM
A few friends of mine work at Sony and said the lead designer and artist, amongst a dozen others, quit because the project was beyond all hope and wasn't going to ship. Their demos are all smoke and mirrors and most of the folks still working there are awaiting the sweet embrace of death.
Shame too, this project's been in development for years, and had potential to be decent.