If I had to describe Section 8: Prejudice in comparison to other games, I would probably say that it is a mash-up between the design elements of Halo, the upgrade leveling of Call Of Duty and, of course, the fast-paced, arena combat of Unreal Tournament – on which its engine is based. To many people, that combination of inspiration would sound absolutely brilliant, which is why it is such a shame that this 2011 release from TimeGate Studios ended up so very abandoned.
In terms of a single player campaign, you’re not going to get much out of Prejudice. Consisting of a couple of levels of ‘kill this/take control of that’, it’s got a repetition and ease that gets monotonous very quickly – but, that being said, this is a frag-fest at heart and rather than nitpicking its faults, there are actually a lot of stylish, exciting additions that set it apart from being just another Unreal clone. Weapon and armour design could be seen as reasonably generic for a ‘future combat’ scenario, but nonetheless the style and aesthetics do seem very smooth and in no sense uninspired – there is a definite Halo feel, which is never a bad route to take.
With every kill you are effectively gaining experience for both your character and your weapon, unlocking future upgrades, such as grenades, ammo-types and tools that can give you an advantage on the battlefield, as well as being able to customise your loadout to form a certain class of soldier. In terms of movement, you have both a rechargeable jetpack and advanced sprint, helping navigation within the map and the ability to attack from a variety of different angles and paths, e.g. quickly scaling structures and environment for effective sniper spots. Both of these abilities work extremely well and are certainly a nice touch to the genre, however the advanced sprint has a delay in its use, which can result in it only kicking in after a few minutes of running, which can be slightly frustrating, especially so when you are rushing back to defend a command post.
TotalBiscuit gives an excellent insight into Section 8‘s gameplay, as well as expressing his own disappointment with its seemingly empty servers
Obviously focusing on multiplayer, Section 8: Prejudice contains a variety of online gametypes, which range from survival mode to territory gaining. My personal favourite has to be Assault, in which one team must defend its control points from being stolen by the opposition. When there is only one point remaining, however, the game switches to sudden death, meaning that any killed players cannot respawn. This certainly adds a nice twist of intensity, which I feel is lacking from a lot of games in this style – when you can constantly re-enter the battlefield, where’s the punishment of death?
On the note of respawning, this is certainly something that TimeGate has developed very well. Instead of your standard ‘appear back at base’ routine, Section 8: Prejudice lets you literally drop into any point of the map, plummeting through the air to your destination. Anyone familiar with the old MDK games might draw similarities between these drops and its stage introduction levels, with the danger of being killed whilst airborne due to enemy turrets and weapons. However, in the same vein of the weapon upgrades, additional armour boosts can be fitted to protect your soldier, allowing you access to much more heated sections of the warzone.
Overall, Section 8: Prejudice is a very cool, exciting title which can easily be enjoyed by any fans of deathmatch and arena styles of play. The weapons do seem to lack the sound and sense of impact you might find in other games, but that is hardly a complaint, considering the low price and replayability of this title in particular. I’m still in the early stages of playing Section 8, but I don’t see myself getting bored anytime soon. If it wasn’t for the lack of other players, I can definitely see this becoming a new favourite, extremely reminiscent of the Unreal Tournament and Quake 3 deathmatch setups that inspired it.
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