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Product Description Welcome to the next evolution of action games into a persistent online space. Customer reviews. How customer reviews and ratings work Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.

Learn more how customers reviews work on Amazon. Top reviews Most recent Top reviews. Top reviews from the United States. There was a problem filtering reviews right now. Please try again later. Verified Purchase. It takes forever to rank up unless you can stay in a large squad all the time. It is very much like GrandTheftAuto in play and appearance.

You have to pay for time after your intial time runs out. For the price of I never had a chance to play the RTW version of APB and i regret it, but i was financially struggling at the time and didnt have internet anyways, so it would have been pointless to buy it upon release. The game, which shut down, has been sold and is currently being retooled for a freeplay release with no box cost. Get more details here [ Want some more info on the game from a fansite? Check out [ I say this because I've read too many reviews by people who seemed to have not played very much of the game, considering it is similar to an "MMO" and requires more "studying", if you will.

I will try to be as in-depth as possible, so that for those that are really questioning whether or not to buy the game will hopefully be able to make that decision hear. Read as much as you like. In short, I can't pull myself away from this game.

It's definitely not perfect or without a number of issues But the mix of unique vehicles, tight gunplay, and immense customization make for quite an appealing concoction.

I want to mainly focus on the gameplay here because that seems to be the main topic of discussion. If that's all you really care about, please skip the following: -The graphics are good, not great.

There is a lot of pop-in even on MAX settings, and there seems to be a lack of graphical settings i. It's just a min-max slider with some Anti-aliasing options. Also if you have a bit OS, customized textures will be automatically set to low-res due to memory constraints. Haven't played too many games that have the Doppler effect Each vehicle has a unique engine sound, and this also ties into the customization aspect advanced player vehicles can choose different components that change the sound of the turbo, transmission, speaker, siren, exhaust, dump valve, and amp audio all pulled straight from the game.

The weapons are decent enough to the point where they are satisfying to shoot. You can hear bullets whiz past you It strikes fear into my heart every time I hear it.

Needless to say, the audio in this game was given special attention during development, which makes me very happy. Vehicles -A lot of people are complaining about how vehicles control in APB. They claim "delayed steering" and the like. And well, sadly they are right. You will often have to turn a little bit sooner than you think you should. Why do they control kinda crappy? Well it's for a good cause. Just to note, I usually have around ms on the North American servers, which are located in Dallas, and I'm from Chicago.

Not bad, but not great for a competitive game like this. They do it server-side so that collisions are more accurately predicted and to prevent the implementation of vehicle hacks. If vehicle control was done client-side, every time you saw yourself hitting pedestrians or enemy players, there would be a delayed response to that Meaning that visually, you would see pedestrians slide through your vehicle and probably not react aka DIE until you have already passed through them.

As it currently stands, vehicle collisions are VERY accurate and satisfying thanks to their decision to do this server-side. You get used to the delay to the point where you dont even think about it and it just works naturally.

Trust me. It's really annoying for the first few hours, but it gets better. Some vehicles have certain specialties one jeep has the uncanny ability to rarely ever stay flipped over The damage model is kinda.. You can't shoot through windows, and you can't shoot tires out sadly. You really only see dents being made in cars after collisions.

So, visually, the vehicles kind of feel dead It's kind of hard to explain, I guess. Hopefully some upgrades to the vehicle system will be made. Overall, though, it's enough to create satisfying driving experiences.

There's nothing like taking a chase up onto the freeway with your buddies hanging out of the windows shooting at the enemy vehicle in front of us as we fly through the air due to having driven up one of the many number of ramps found throughout San Paro. It's not uncommon to see a group of people making their own race tracks in the city. Let's just say that there are MANY lols to be had with the vehicles and physics in this game one time I jumped out of my speeding car to see that the car had just a second after rammed into my enemy's vehicle at an incredible speed, causing his car to flip over a number of times in front of me as I unloaded just enough rounds to make him explode before he stopped rolling.

I didn't even know he was in front of me Well mainly because of the boring, repetitive missions, and imbalanced weapons. I will not lie to you. The missions pretty much consist of running to a point and pressing the F key, capturing a circle, holding onto a task item for a certain amount of time, "escaping", and just plain ol' killing the opposition.

The missions themselves are not fun, but the PVP combat still is. The missions are only there as a means of creating PVP opportunities. I mean, let's be serious here, they aren't really any different from the Multiplayer Modes found in any other online shooter, right?

And these are basically fetch quests, which are found in every single MMO That's real fun, right? In either case, the missions bring you and your opposition to areas ALL over the city districts. So what that pretty much means is You can't memorize every single spot, so you can't really anticipate anything. Almost everytime I accept a mission, I'll be brought to a new and interesting area with lots of verticality, and different paths to take for flanking.

There is almost always more than one way to get to an area, which is great. That's hard to determine. There definitely is a way for a player to gain an advantage over another new player. I won't lie, it probably does make a difference in some situations, but not to the amount of absurdity I've seen some people raise it to. No matter what your level, your unupgraded weapon can take out any upgraded weapon with the right team tactics and skill. This game is really meant to be a TEAM game.

Not a go out and solo everything with one type of gun game. You need to take advantage of many ranges, and be ready to change weapon loadouts on the fly with field supplier upgrade, allowing you to change weapons and resupply anywhere every seconds or so. Usually it's best for teammates to take advantage of certain ranges. Have everyone equipped with different types of weapons for different situations. Have someone specialize in close-range with the sub-machine gun and less-than-lethal taser, while someone sits back with a bolt-action sniper rifle, picking off those that you have damaged who attempt to run away.

This game is more tactics than skill based. This game is not as imbalanced as other people may try to say. It's just that this game can have quite a steep learning curve for some people.

It is very competitive, and you will often run into groups of clans or hardcore players that utilize every aspect of teamwork available to take you out. Random pub groups work better than solo, but not quite as well as with friends. I cannot stress this enough. You will have a lot more fun playing with some friends. Mean it. Customization No matter what review you read, you will no doubt find that this is at least one are of the game that undoubtedly shines in. There really is limitless means of customization in terms of your character's and vehicle's appearance and sound.

Since I'm an audio guy, my personal favorite thing is the music studio, which if you've ready anything about this game you should know about. I can make full length songs and 5-second themes that play to the player I just killed, and to everyone in a mission when I've won.

There is a lot of time you can spend customizing yourself to look like anything. I won't even bother trying to explain the amount of depth found in most of the editors.

Just trust me that it's enough and is only planned to continue growing. The only thing people might not like is that clothing, decals, vehicle parts and the like are unlocked as you level contacts and organizations in the action districts done by doing missions.

So you will be somewhat limited in terms of creation until you play a bit of the action-oriented side of the game. There are also many opportunities to show off your creations with display points, graffiti points, and dj studios in the social district that are purchasable, winnable, or first-come first-serve I do happen to be quite decent at this game, so that may be why I don't find it as "imbalanced" as other people even when I don't have any upgraded weapons.

Or maybe the matchmaking is just working like it should for me, and not posing me against those high levels when I'm still myself a low level I played much more in beta than I currently have at release. This game is a very promising future, though. Because RealTime Worlds actually listens to us, the players.

They've made some rather drastic changes to the game based on feedback RTW item manufacturing cost removed, particular weapons nerfed , and will continue to direct the game in accordance with what we really want. We've been screaming for player-housing, and guess what? It's been pretty much verified that it will be worked on eventually as the engine was already designed for it.

Melee weapons are also looking to be a possibility. And those chaos districts free-for-all are already being worked on. I'd recommend taking a look at the APB forums if you don't believe me, there's a Dev Tracker that let's you see every post by the developers. I've probably read through every single one since I've been in beta.

These guys seem truly dedicated to this game.. You can even design your own tattoos, and choose patterns and fabrics for your own clothing. Cars you unlock can also be modded in similar ways.

Hell, if you want you can even record your own theme tune in an in-game MIDI suite to play as you squat upon a deceased foe's corpse. Should you become especially good at any of the above then there'll even be an auction house where you can sell your wares and become a local celebrity artist. If this isn't mind-blowing enough and to be honest it should be there's even more cleverness afoot.

Say you're driving along and playing some music in your car, running over civilians and giggling. When an Enforcer or two turns up to dish out some on-the-spot justice, if that song is in the library on their hard drive, they'll hear it booming out of your vehicle.

If it's not in their library, then tech borrowed from LastFM will analyse the closest match you have on file and play that instead.

As for hearing other players' chitchat, well if you have the option turned on there'll be VOIP that gets louder and softer however far away other players are standing. Best of all? First and foremost this is a PC release. What with the absence of Blizzard from this year's E3 there was a marked lack of titles likely to hit our favoured haunted box before the consoles PC-exclusive The Old Republic being a pleasant exception so it's i heartening to hear that Realtime Worlds have barely thought about the ' tech for the Xbox version just yet.

There's little doubt that APB was one of the most original, daring and exciting projects at gaming's rejuvenated shindig this year - right up there with Peter 'Geppetto' Molyneux and his puppetry of the primary school. So hooray and huzzah for UK developers! Long may they reign. It's a gang vs gang affair in which you leap in and out of cover in various PvP and PvE instances, and as such sadly not in the open world proffered by our chums at Realtime Worlds, but is still fluid and rather engaging.

Powered by the Unreal Engine, and with a 'hippety hop' vibe, CrimeCraft will feature full-on guilds, auction houses, character customisation and everything else that's become such an integral part of online life in the last few years.

There's Been So much negativity heaped towards APB since its launch from the gaming media, that you can't help but feel sorry for both the game and the team behind it at Realtime Worlds. In many ways, having had a little longer to spend with this attempt to marry the persistence of online shooters with the anarchy of a Grand Theft Auto -style environment, I'm perhaps in a position to highlight more of the games positives than merely lay out the many flaws alluded to everywhere else.

Unfortunately, that would involve being able to identify those positives and sadly, APB seems to stumble over its feet every time it tries to take a step forward. This was a game of immense opportunity. Realtime Worlds talked an incredibly good fight prior to the open beta and, to be fair APB does everything they said it would. The downside is that none of those things really seem to work.

At all. Let's start with what APB actually is, as there have been an awful lot of preconceived notions making their way into much of APB's negative coverage. Much of that comes down to people being sold a notion of playing an open-world, massively multiplayer GTA -something APB isn't really attempting to simulate at any greater level than simply being set in a city and focusing on the cops and robbers therein.

Beyond that, there's nothing of GTA's rich depth, satirical mind-set, or legendary characterisation and story. Nor is there meant to be. APB is essentially attempting to be nothing more than a modern-generation, team-based online shooter with the bonus of having each match taking place in a semi-persistent world that sees other teams fighting each other at the same time. Players roll and, indeed, role as either a cop Enforcer or criminal, create an eerily lifelike avatar thanks to the astonishingly good character creator, then take to one of two 'Action zones', either to cause trouble or to prevent it.

Every mission you take has the potential to be a two-sided affair and you'll rapidly find yourself being matched against players from the opposing faction every time you hit the streets.

You'll see plenty of other players roaming the streets, but unless the game has paired you against each other, you won't be able to interact with them, save for rare occasions when a player becomes so powerful he becomes an open target to all the other players.

The other side to the game is the social district - a non-combat area in which all the customisation aspects come to the fore. You can spend as long as you like tweaking everything about your character here it's the side of the game that you don't have to pay to play , from the designs of the clothing, to the paint job on the car, to the five second musical ditty that plays should you ever be lucky enough to kill another player.

Everything you create can be sold in-game to other players, and should you be a particularly lucrative designer, you could find yourself funding your game time this way, eschewing the need for a regular real-world subscription.

In some ways APB hearkens back to games like PlanetSide and Counter-Strike : an attempt to cross the adrenaline rush of the latter with the open-world, multiple skirmish sandbox possibilities of the former.

When you look at APB in that light, it actually sounds like the game. What lets it all down is that it doesn't get any of the core requirements to make such a hybrid beast work right: the combat, the vehicular play, the difficulty curve, none of it does the necessary job of making APB an enjoyable affair.

Things often feels as though Realtime Worlds, in their haste to make abundantly clear to any and everybody that is most definitely not an MMO no sireebob, have thrown away all of the fundamental building blocks that any online progression-based game needs to contain to provide a solid, enticing and addicting experience.

APB gives new players no scope to learn the game's requirements, although they'll quickly learn how respawning works given it's how they'll spend most of their time. Something as simple as tiered servers would be a godsend for players. As would a decent cover system, or character classes, or indeed any nod towards the myriad advances that shooters have made over the recent years, advances that enrich the experience of firing guns at people and having them fire back.

APBs promo videos all show in-game characters engaging in tense stand-offs, taking cover behind rows of cars and making use of tactical nous to win through. APB's actual fire fights work nothing like this, instead calling back to the very early days of Quake II -style gunplay, cops and robbers bunny hopping everywhere and teams all behaving like individuals running their way towards a pointless, unskippable slaughter.

Team play is supposed to be APBs trump card the amount of work gone into the game's voice comms systems is superb , but unless you're part of an established clan and can devote your waking hours to training with them to be competitive, no-one communicates with you. I've been playing for weeks with an open mic and a desire to be told where to go, and at most two players have spoken to me, one just to call me a "retard", because we happened to lose a match. The intention by Realtime Worlds is noble, but the reality of gamers' natures is sadly lacking.

Casual players those that don't spend 50 hours a day playing the game need to be catered for with NPC missions, low-level geared play and a feeling that they might just have a chance to survive more than five minutes. Without those key aspects, anyone new to the game will take a quick look, spend 40 minutes being consistently shot to shreds by any opponent they meet, get thoroughly bored of the woefully under-developed solo missions, log off and never return.

This is perhaps the biggest flaw about APB that needs to be addressed, the solo play is terrible. It delivers no impetus when what it needs to do is offer a sanitised, but no less exciting version of group play. Realtime Worlds needs to implement decent single-player content to allow novice players a chance to start levelling up.

And by decent, I mean more than the standard "drive, stop, press T, repeat" tedium that's currently there. Everything that any decent shooter teaches you as you play.

Which is a crying shame because had APBs on-paper game been anywhere close to the reality, it would have been a superb title that set new standards in what online persistent shooters could achieve.

It's full of ideas. Good ideas. Ideas that should have made this the game we all expected it to be. We could live without the fact that the world doesn't have GTA-like depth if we felt as though it offered visceral thrills that engaged us. But every time you find yourself having fun with the game, it's in spite of the way it works, not because of it a car on fire flying over your head will always be cool regardless of whether it drives well or not.

APB isn't beyond repair. Successful MMOs have evolved hits through years of constant alterations and amendments. But APB doesn't have years to develop itself. On its release Realtime Worlds were defiant about the complaints from players and critics, almost as if they didn't care what anyone else thought of the game, because they were happy with it. But after the huge amount of negative feedback APB has received Realtime has said they're going to make changes to the game to improve the combat.

This'll likely be insufficient, as the game's flaws are at a fundamental level. Murmurs of free-for-all 'chaos' servers won't fix anything. The only thing that can save APB at this point is a radical rethink of the game's core structure. APB is bursting with ideas and it could so easily have been wonderful. What its developers have to do is deliver a game that lives up to those ideas. The framework's there, as is the potential audience. What happens next is up to Realtime Worlds.

It all began five minutes ago as I casually hung around outside a multi-storey car park as my colleagues stole a van up on the third floor. When they drove off a conveniently placed ramp and tilted delightfully downwards into the midriff of a passing pedestrian, an APB was called out on us. I sprinted over the prostrate, spread-eagled body of the deceased innocent and leapt into the back of the van, then hung out of its sliding door as the A-Team were once wont to do.

Within 30 seconds I was spraying machine gun fire at the four pursuers that the matchmaking system had judged were foes of equal ability to my own quadlet of lawbreaking scum. We tumbled off the highway and smashed into the side of a skyscraper, and then fought a running battle through a street of exploding cars while giggling like maniacs.

In short, when it hits its own sweet spot of insanity, APB is the game I've been dreaming of since the first day my two little feet hit the top-down sidewalk of Liberty City and I gunned my very first civilian in what I imagined to be his face. The first decision you'll make in APB is a binary one: will you play as a Criminal or as an Enforcer?

   


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