Section 8: Prejudice launch trailer skydives into our hearts
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Few trailers are as comprehensive as this launch video for Section 8: Prejudice. It's got a little slice of everything included in the game: Hectic gunfights, vehicles, armor customization, objective-based gameplay and, of course, some of the most haphazard skydiving in recorded history.
Reader Comments (21)
Posted: Apr 13th 2011 10:16PM JBourne said
I'm actually excited for this. I really enjoyed the demo of the first, but not enough to shell out $60 for it. While it didn't take long for that to drop, I assumed the community never really developed. Hopefully the lower price will lead to more players, because the game does have some interesting things going for it.
Posted: Apr 13th 2011 10:26PM HurmunB said
They have Clans too?! Hell yea! For some reason Clan matches have dropped off. This game looks sweet though. I can't wait.
Posted: Apr 13th 2011 10:37PM RedgeHammer said
If the demo had not been so laggy, I think I would have liked it much more. This looks pretty dang pimp, especially for 15 smackeroos.
Posted: Apr 13th 2011 10:39PM Black3skimo said
The first one was great. I think all these "FANBOY" shooter games are killing the newer ones. I love COD and HALO like the next guy but sometimes you got to realize there's more out there than heartbeat monitors and plasma swords. I'm excited for this and Brink. Section 8 is about to make every XBLA developer think twice about how much game they can cram into $15 lol.
Posted: Apr 13th 2011 11:08PM Assmar said
Is IGN like Chuck Norris or something? IGN does not scratch an itch it STRIKES it!
Posted: Apr 13th 2011 11:35PM The angry pro consumer gaming ga said
@ForeverAndEver It sucks that I have to wait until summer to get this, but I will buy this day one. I had a lot of fun with the first one and this one looks to be an improvement.
Posted: Apr 13th 2011 11:38PM PastaGabe said
Did it just say 32 player online conquest? Hot diggity damn! Great animations too. It might have not been a AAA quality retail game, but it sure looks like a badass XBLA game.
Posted: Apr 13th 2011 11:41PM Muscle Rider said
If this isn't as slow as the first one then I'll buy it.
Posted: Apr 13th 2011 11:46PM matrices said
This game would have to be truly bad for me to not get behind this and buy Day 1. Amazing if it's even half as good as advertised given the price.
Anything decent that also lets me poke Activision and its $60 "no sales for you" strategy in the eye is a double winner.
Anything decent that also lets me poke Activision and its $60 "no sales for you" strategy in the eye is a double winner.
Posted: Apr 14th 2011 12:12AM stafa said
@matrices My buddy and I both got this game when it was on sale on PSN for $15, we spent tons of hours playing this game, and he's not even a big fan of fps games. Too many people dismissed the first game because they thought it was a Halo knock off or a Tribes knock off (which it doesn't play like either), it's more like Battlefield but it definitely has its own flavor and very unique and fun.
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Posted: Apr 14th 2011 12:12AM QuePasa87 said
This is now officially on my radar.
Posted: Apr 14th 2011 6:14AM prodigy69 said
think I'll miss it out..but it looks fantastic for that price tag, Bargain.
Posted: Apr 14th 2011 9:17AM Cathal said
Have they removed the auto-aim feature? That's really the main reason why I skipped out on the full game, on top of some other reasons like the guns don't really feel like much. Of course, that demo came out a while ago so my memory may be a bit off. I remember wanting to love it because it looked like Tribes but it just wasn't that good.
Posted: Apr 14th 2011 11:10AM John Huxley said
That was pretty awesome. I'll have to check it out.
Posted: Apr 14th 2011 2:40PM BlackSky101 said
Autoaim was used at 0:54 for the pistol and 1:01 for the sniper rifle on a midair target. So much for using skill for a midair snipe and any other tight situation.
What good is an autoaim counter system if it isn't standard gear compared to the autoaim which is available to every player on respawn...
Sure there is a recharge meter for autoaim. That stops 1 person from using it again for 30 seconds. Since this game is 16 on 16, autoaim becomes very common alongside respawns from frequent explosives and napalm spam on hack points.
Add in Games for Windows Live and you can forget clan dedicated servers. Unless you want to go through a lot of hassle and extra costs for one while working with a provider. Patches will be extra pain to wait for and the beta had me downloading 2 gb patches on 4 occasions. Now recall that GFWL can only patch games when running the game...
Steam? Oh the game will still use GFWL after logging into Steam.
Beta showed new art assets with a few quite nice ones, but worse audio design especially in gunfire. The assault rifle being quite an offender for sounding like a metallic plinker than a railgun rifle. Voices... mostly pathetic. Mech machine guns coulda been tons better, but at least ain't outright terrible and repulsive. I think.
The unique shield bypass system from the 1st game is gone. That was 1 of the few good features and I don't understand why it was replaced by ammo types entirely. Now it's all Haloish with emp ammo whacking shields and pitiful on armor, and incendiary ammo as the opposite and adds burn damage. Mix emp grenades and incendiary ammo and you can easily dominate hack points against low level players that lack good equipment. Also helps that higher level folks got more slots for armor perks. Spent mine on extra damage so my incendiary mg could rip shields when combined with burning.
1st game didn't have weapon or armor unlocks which was a nice thing for balance. I miss the days when games emphasized skill over player level and available equipment. I think that feature alone convinced me to buy the first for $30.
Even for $15, this game is a disgrace of a fps sequel. More so for the fps genre by making autoaim standard and no servers with it set to off.
The beta has convinced me this game can be enjoyable occasionally. Usually just outright crushing the other team thanks to more high level folks that can bring in tanks and mechs more often. For $5 I'll reconsider. But that goes for a lot of games.
I wonder if Brink will be better balanced.
What good is an autoaim counter system if it isn't standard gear compared to the autoaim which is available to every player on respawn...
Sure there is a recharge meter for autoaim. That stops 1 person from using it again for 30 seconds. Since this game is 16 on 16, autoaim becomes very common alongside respawns from frequent explosives and napalm spam on hack points.
Add in Games for Windows Live and you can forget clan dedicated servers. Unless you want to go through a lot of hassle and extra costs for one while working with a provider. Patches will be extra pain to wait for and the beta had me downloading 2 gb patches on 4 occasions. Now recall that GFWL can only patch games when running the game...
Steam? Oh the game will still use GFWL after logging into Steam.
Beta showed new art assets with a few quite nice ones, but worse audio design especially in gunfire. The assault rifle being quite an offender for sounding like a metallic plinker than a railgun rifle. Voices... mostly pathetic. Mech machine guns coulda been tons better, but at least ain't outright terrible and repulsive. I think.
The unique shield bypass system from the 1st game is gone. That was 1 of the few good features and I don't understand why it was replaced by ammo types entirely. Now it's all Haloish with emp ammo whacking shields and pitiful on armor, and incendiary ammo as the opposite and adds burn damage. Mix emp grenades and incendiary ammo and you can easily dominate hack points against low level players that lack good equipment. Also helps that higher level folks got more slots for armor perks. Spent mine on extra damage so my incendiary mg could rip shields when combined with burning.
1st game didn't have weapon or armor unlocks which was a nice thing for balance. I miss the days when games emphasized skill over player level and available equipment. I think that feature alone convinced me to buy the first for $30.
Even for $15, this game is a disgrace of a fps sequel. More so for the fps genre by making autoaim standard and no servers with it set to off.
The beta has convinced me this game can be enjoyable occasionally. Usually just outright crushing the other team thanks to more high level folks that can bring in tanks and mechs more often. For $5 I'll reconsider. But that goes for a lot of games.
I wonder if Brink will be better balanced.
Posted: Apr 14th 2011 6:35PM BlackSky101 said
@Dlord
Sorry, but kinda hard to chill when I see the same mistakes from the first game made again in the sequel.
There is no option to play with autoaim disabled for the entire server. I'm not the only person asking for that option, but that never goes anywhere with the devs.
But, at least the 1st game had the sensor jammer that could stop anyone from using the autoaim on you, as long as it had power. Run out, and depending on if you are outdoors or indoors, you could be autoaimed by multiple people at once since the indicator for no longer being jammed is quite obvious. Autoaim was never much on an issue 1 on 1. Turn it on then off to stop the person autoaiming you. It is a problem in big fights on objectives with multiple people and that is where running out of juice usually leads to death. Hello, 16 on 16.
Having said all that, the sequel throws away the sensor jammer for a jammer beacon. No more managing a battery to stop autoaim. Now it's just stay in a tiny area to stop any autoaims on your body. If you deploy it near cover, it works fine. In the open ground, automatic fire with good ole fashioned aim into that tiny zone does wonders for stopping beacon users. Or a mortar with 4x explosives amplifier perks.
Headshots in this game are not instakill. Autoaim can trump normal aim until you get very close where aiming for the head makes a tiny difference, once there are no shields.
If you played in the first game's beta, you would've learned the final beta version was more "complete" than the retail or steam versions on release. I bought the 1st game 1-2 months later during a Steam sale for $30 and that was after hearing about how the patch broke Steam users for 1 week. All thanks to GFWL.
Right now, I just see repeats happening. Worse events actually if you count the shield bypass distance mechanics being totally replaced with something more simple, and a COD or BF unlock and perk system.
Reply
Sorry, but kinda hard to chill when I see the same mistakes from the first game made again in the sequel.
There is no option to play with autoaim disabled for the entire server. I'm not the only person asking for that option, but that never goes anywhere with the devs.
But, at least the 1st game had the sensor jammer that could stop anyone from using the autoaim on you, as long as it had power. Run out, and depending on if you are outdoors or indoors, you could be autoaimed by multiple people at once since the indicator for no longer being jammed is quite obvious. Autoaim was never much on an issue 1 on 1. Turn it on then off to stop the person autoaiming you. It is a problem in big fights on objectives with multiple people and that is where running out of juice usually leads to death. Hello, 16 on 16.
Having said all that, the sequel throws away the sensor jammer for a jammer beacon. No more managing a battery to stop autoaim. Now it's just stay in a tiny area to stop any autoaims on your body. If you deploy it near cover, it works fine. In the open ground, automatic fire with good ole fashioned aim into that tiny zone does wonders for stopping beacon users. Or a mortar with 4x explosives amplifier perks.
Headshots in this game are not instakill. Autoaim can trump normal aim until you get very close where aiming for the head makes a tiny difference, once there are no shields.
If you played in the first game's beta, you would've learned the final beta version was more "complete" than the retail or steam versions on release. I bought the 1st game 1-2 months later during a Steam sale for $30 and that was after hearing about how the patch broke Steam users for 1 week. All thanks to GFWL.
Right now, I just see repeats happening. Worse events actually if you count the shield bypass distance mechanics being totally replaced with something more simple, and a COD or BF unlock and perk system.





