Welcome to the online meet up clubhouse for the epic and eagerly awaited release from Sony and Zipper interactive - M.A.G. (previously known as 'Massive Action Game')
This is the place to discuss the game and arrange meet ups for you and your friends, clans or squads, as this game supports 256 players all in one game and has now passed through the Beta stage and on to full retail release i thought we should have a place where we can register our 8 man squads (or bigger !) and arrange to meet up and take on the enemy, or each other, together !
This thread will evolve as more details and media emerge, and also as squads and clans add themselves to the list of PSU MAG players. And by the way, I was in the internal closed beta! so i know what i'm talking aboutD
Choose your faction and get ready for a war like you've never seen on a console before !
Here is the full retail release intro:-
[ame="http://www.youtube.com/watch?v=Ouiz5cMuurk&feature=channel"]YouTube- NEW MAG Start Up Video[/ame]
Preview clip here:-
[embed]http://www.viddler.com/simple_on_site/ef162de1[/embed]
Here is the 'choose your alliance' site
LINK
Here are the faction specific sites:
http://www.sver-services.com/
http://www.valor-co.com/
http://www.raven-gmbh.de/
Squad lists will appear here:
Squads TBC
Trophy list here:
* Angel of Mercy ? 25 enemies killed in their in incapacitated state over a career
* Boom Town ? Earn the Mortar Demolition, Total Blackout and AAA Demolition Ribbons
* Close Call ? Earn three Bomb Squad Ribbons
* Clown Car ? Awarded when a player destroys an APC or a Bunker, killing two players
* Commandon't ? Awarded when a player kills 50 of a certain specialty: Commando
* Coughing Killer ? Killed an enemy while affect by poison gas grenades
* Dropping Like Flies ? Destroy five enemy helicopters
* Duteous Maximus ? Be on the winning faction for 10 Directive matches
* Efficiency Engineer ? Earn three Bunker Buster Ribbons
* I Drink Your Milkshake ? Awarded when a player kills 50 of a certain specialty: Field Support
* I Got 5 On It ? Kill 5 enemies with a single Strategic Strike, excluding Poison Gas Barrage
* In Your Face ? Earn five Combat Melee Ribbons
* Jack of One Trade ? Awarded when a player reaches the bottom tier of a skill tree
* Junkyard Jockey ? Earn three Mr. Badwrench Ribbons
* Lil Buddy ? Earn two Purple Sidekick Ribbons
* Mia Culpa ? Kill 50 enemies in a turret over a career
* Out of Scope ? Awarded when a player kills 50 of a certain specialty: Sniper
* Screeching Halt ? Awarded when a player kills 50 of a certain specialty: Rapid Assault
* Target Practice ? Awarded when a player shoots down 25 paratroopers over a career
* The Harder They Fall ? Awarded when a player kills 50 of a certain specialty: Direct ActionSilver
* A Whole Lotta Hurt ? Earn five Combat Machine Gun Ribbons and five Combat Fragger Ribbons
* Baby Need a Bandage? ? Earn 5 Silver Cross Ribbons and 5 Golden Cross Ribbons
* Chest Candy ? Awarded when a player has earned one of every ribbon
* Devil Dog ? Earn 5 Combat Assault Ribbons and 5 Combat Sidearm Ribbons
* Double Trouble ? Earn the Golden Cross Medal and the Grim Reaper Medal
* Hammer of the Gods ? Called in 50 cluster bombs or mortar barrages
* Headhunter ? Earn 5 Silver Bullet Ribbons, the Longshot Ribbon and the Sniper Master specialist Medal
* Precious Cargo ? Destroy 20 Escort Vehicles over a career
* Silent But Deadly ? Awarded when a player kills 25 enemies with Poison Gas over a career
* Steamroller ? Have a 3-to-1 Kill-to-Death Ratio in any match
* Take Me to Your Leader ? Earn 1 win as a squad leader
* The Streaker ? Earn the Streaker Medal
* Triple Threat ? Earn 5 Silver Cross Ribbons, 5 Master Engineer Ribbons and the Grim Reaper Medal Gold
* Commandant in Chief ? Awarded when a player reaches level 60 with a Raven character
* Eager Beaver ? Awarded when a player has earned one of each medal
* Prima Noyan ? Awarded when a player reaches level 60 with a S.V.E.R. character
* Sergeant Major ? Awarded when a player reaches level 60 with a Valor character Platinum
* Massive Action Gamer ? Won All Trophies
Here are some details about the game:
The game will utilize a new server architecture to support online battles with up to 256 players, with users divided into 8-player squads, with 4 squads forming a platoon, and 4 platoons forming a company.Each squad will be led by a player who has advanced through the game's ranking system.Character statistics and development will also increase with frequent gameplay. The players most advanced in rank will be able to either direct the battle or participate directly in combat. Basic battles will take place within ongoing, faction-based campaigns to encourage the player to actively play. The game will contain three factions: S.V.E.R (pronounced Sever), a group of war torn countries; Raven, a futuristic group who wear black armor and sport high-tech weaponry; and Valor, a military force with gear similar to the US army. The game's E3 unveiling trailer featured large landscapes, tactics such as air strikes and parachuting, and a variety of vehicles, from tanks and APCs to airplanes and helicopters.The game will boast complete ground up class creating with weapon attachments and perks such as explosives. Also, players will be able to customize their characters including face, voice, and armor. The game will be a first-person shooter.
Player Roles:
• 8 player squads
- Inspiration from real life military operations
- 4 squads form a platoon, 4 platoons form the company
- Each squad, platoon, and company have specific objectives to complete along with secondary objectives assigned by OIC
- Allows for a team dynamic even when not in a clan, so the game is more approachable by casual players as well as hardcore players
• Lead by people who are "proven" to be good leaders
- Squad Leaders vs Even higher Chains of Command
- After reaching a veteran level, players can enlist in the leadership tree
- Squad leaders can plot waypoints and call in UAVs
- Proven squad leaders can be promoted to platoon leaders
- Leaders can issue FRAGO commands (Fragmentary Orders), in which they assign an objective by clicking a button that tells the squad to complete something like destroying a bridge
• Officer in Charge (1 per team, highest level of command)
- Has the ability to call on Strategic Maneuvers, which affect all players on one side or the other
- Tactical Asset Recharge is an example manuever that recharges the squads leaders abilities to call in air strikes, special abilities, etc.
- Abilities include satellite recon sweeps, enemy blockades, signals jamming, air bombardments, precision strikes, etc.
- Still a player on the ground like everyone else
- Players around him gain better abilities, like running faster, planting a bomb faster, etc.
• Leaders have access to the Command Network Interface (CNI), which is a tactical map overview that allows them to zoom and scan the map and show objective locations, etc.
Character Development:
• Character advancement tree to fine-tune your character
- Character development is about customization, personalizing, and specializing
- Not a linear progression benefiting the player (ex. not like COD, Battlefield)
• Character cusomization (face, voice, armor)
• Each player carries a primary weapon, sidearm, melee weapon, and three gear perks (smoke grenades, frags, med kits, rocket launchers)
- Can save three loadouts in your armory and switch freely when you respawn
• No set classes
- Free-form kit creation
- You earn skill points and decide how to spend them
- Another example is sprinting where you can increase sprint duration by sinking EXP into it if you're the kind of player that wants to get around in a hurry
• Earn double experience for completing objectives, killing enemies, healing teammates, etc.
- As an example, a sniper can earn extra points by killing enemies in a target area that you are attacking
- Earn weapons, perks, and leadership poisitions as you rank up
- Reward players for working as a team
• Medal/Award system will be in place
Game Modes:
• Domination (256 players)
- Attackers start scattered along the map edges and move on foot or ride in one of a few transport vehicles
- Defenders must take outer defensive positions to meet the oncoming attackers
- Each defending squad is responsible for holding specific areas of the base
- Attackers must eliminate front line defense emplacements (bunkers, turrets, tank traps)
- Once in the inner base, attackers must take down anti-aircraft batteries and radar sensors
- Destroying things like the anti-aircraft batteries allow the attacking team to launch UAVs
- Attackers must capture and hold objectives and inflict enough damage to the defenders base to win
• Acquisition (128 players)
- Escort style requiring attackers to steal two protoype transports from a rival faction and escape to the extraction poin
• Sabotage (64 players)
- Attackers must infiltrate rival communication facilities and hold two control points at the same time
- Once achieved, a final demolition objective is revealed and must be destroyed to win
• Suppression (64 players)
- Pure infantry battle
- Only mode that does not contribute to the "Shadow War"
Part one of an interview with Zipper Interactive's Tony Iuppa
Most games these days have long, convoluted names that try to evoke excitement and danger with phrases like ‘Unleashed’ and ‘…Of War’ and ‘Project Darkness Storm Fighter’. What made you take the much more straightforward, literal route when naming your latest game?
To be honest, the route was a bit circuitous. We started with the working title of “Massive Action Game” because it described what we were building. We wanted those words to encompass exactly what we were building, as a reminder to ourselves that scale and action were first priority. As time went on, the name stuck. We explored a bunch of different names over time, but none had the punch of “MAG.” So we dropped the acronym, and went simply with “MAG.”
MAG seems to fall somewhere between online shooters like SOCOM and Call Of Duty, MMOs like World Of Warcraft and Everquest, and RTSs like Command & Conquer and Company Of Heroes. Which elements does it take from each of the points of that ‘triangle’? And what are you trying to do with it that’s completely new?
There’s inspiration for MAG in all the genres above. However, we need to be perfectly clear that it is first and foremost an action shooter. Shooter players expect action from the get go, and any elements from other genres that compete with this (does anyone really want to spend hours exploring a continent, gathering resources, and crafting their sniper rifle in an action game?) were culled early on. However, MMO elements such as faction rivalry and strong community tools fit well within the action game we were trying to create. So those are things you can expect in MAG.
From the RTS genre we felt the interplay between different squads with different skills and objectives works perfectly with a large scale shooter, so those made the cut. But again, MAG is all about boots on the ground…the leadership abilities are there to support the shooter experience. There are no “god” characters micromanaging real players. Leaders work as coordinators to enhance the effectiveness of their troops.
As for what MAG brings that’s revolutionary, it all springs from the shooter experience. We’re not fusing three genres, rather we’re expanding the shooter genre with strong community tools, a persistent power struggle between three factions, and rich battle spaces that focus on combined and coordinated attacks.
You’ve revealed that players will be divided up into 8-player squads, with one player leading each squad. Will any player be able to adopt the role of ‘General’, overseeing and co-ordinating the whole battle?
In the 256 player battles, each side has an Officer in Charge (OIC). The OIC’s job is to coordinate the actions in battle by communicating with his platoon leaders. He also has the ability to call on “Strategic Maneuvers,” which affect all players on one side or the other in battle. These abilities include things like satellite recon sweeps (reveal enemies), enemy blockades (slow enemy reinforcements), signals jamming (blocks enemy command abilities), etc. These are the means by which the OIC enhances his team’s ability to wage war, or suppresses his enemies’ abilities. At the same time, however, the OIC is still a guy on the ground with a gun. In MAG, leaders lead from the front.
It’s difficult for any new MMORPG to get a foothold in a market dominated by World Of Warcraft. Do you think Call Of Duty has developed a similar monopoly for online war shooters? Do you hope to loosen COD’s grip on the genre with MAG?
Call of Duty is a great franchise, and we expect them to continue to make great shooters. What really sets MAG apart from COD and other shooters on the market, however, is our Multiplayer focus. MAG is100% multiplayer and has been since day one. This has let us spend all of our development resources on creating a deeper MP experience, which supports tight shooter gameplay seen in games like COD, but that’s just the foundation of our offering. The amount of gameplay variety in MAG, the depth of our skills and gear, the Shadow War (the ongoing tournaments between factions), and strong community tools all create an extremely rich MP environment, one we believe is truly unique on the consoles.
Online gaming has changed and advanced hugely since Zipper first developed SOCOM. What have been the most significant changes for you? Has it been a challenge to keep your games at the forefront?
With so many great games on the market, it’s a challenge for any developer to stay on the forefront. However, that’s what keeps things interesting! For Zipper, we’ve always led with technology. For SOCOM it was bringing tactical MP shooters to the PS2. For MAG, it’s developing the technology to support the scale we bring as well as creating compelling gameplay unique to such scale. Going from 32 or 64 players to 256 is a huge leap…the old tried and true game modes just don’t scale to full army sized battles. It’s been a big shift in mindset, but a very rewarding one, to start thinking about our levels and game mechanics on real world scale rather than a small analogy to real world combat.
The PS3 represents a massive leap over the PS2 as a platform for online gaming. What are the biggest advantages from a development point of view? Was it difficult developing online games for the PS2? Do you think it was underrated as an online platform?
The PS3 brings an entire suite of online gaming tools we didn’t have in the previous console generation. From built in wifi to existing friend and messaging systems, the PS3 has let us focus more on the game. It also gives our players a common base of systems they are used to using, further enhancing community development for MAG. It’s been a great headstart.
SOCOM was made in collaboration with the United States Navy, in order to ensure it was as realistic as possible. Have you sought similar collaboration for MAG in order to maintain that realism on a much larger scale?
As a new and wholly separate franchise from SOCOM, MAG isn’t intended to be a truly authentic military shooter. However, we definitely want it to feel as “real” as possible. The weapons are current, the battlefield tactics follow long established military paradigms, and our squad / company hierarchy will be familiar to anyone with military knowledge. We have a number of members of our team with military backgrounds, and we’ve also done consulting with former special operations soldiers to ensure these jive with current military themes. However, the goal of this collaboration wasn’t to be “authentic,” but more to create as gritty and believable a near future shooter as possible.
We’d imagine that a 256 player game might take some time to fill up. Will players be able to play smaller-scale games on smaller maps if they prefer?
They certainly will. From day one we’ve made choices to ensure our matchmaking is as fast and streamlined as possible. But should folks want a quicker experience, we have games ranging from 64 players to 256. The smaller battles are intended to be quick in / quick out experiences, and include both team deathmatch and objective based gameplay.
Will MAG be played in first person or third person? What do you feel are the advantages and disadvantages of each?
MAG is a first person shooter. In looking at both styles of gameplay we felt that first person, which is the most effective camera to immerse players directly into the action, made the most sense. Third person perspective is great when you want to focus on the character, his look, his animations, and his style. It’s also great when dealing with AI team-mates due to the pulled back perspective of the battlefield. However, for MAG, it’s all about you, your weapon, and the 255 players around you. There’s no better way to experience the full scale battle of the MAG than from directly behind your weapon’s iron sights.
Here is the second part of the Zipper interview
The second part of our Q&A with MAG developer Zipper Interactive The SOCOM games are know for their use of realistic military tech. Has the large scale of MAG allowed you to bring in even more of that kind of stuff?
It has, though we’ve pushed a bit closer to hyper reality. The weapons, vehicles, and gear you see in game are mostly real world items. But what you see in MAG is a distilled, combined arms experience, based on real world tactics. Anti-aircraft Artillery (AAA) has to be taken out before cluster bombs can be called in. Planting a charge on a bridge is a great way to slow advancing Armored Personnel Carriers (APCs). Something as simple as a static tank trap can really hamper an assault…until a C4 pack blows it to hell. MAG’s scale has let us sprinkle the environment with these types of objects, each of which becomes a tertiary objective that players and squad leaders have to consider in their assaults.
The tech involved in larger scale battles is presumably more complex than the squad-based equivalent. Has it been a challenge to incorporate that into gameplay without it bogging things down or becoming too difficult for the player?
It’s been a bit of a challenge, but by focusing on creating an environment full of options, we’ve given players a ton of ways to play. Just like many war movies, when you enter a battle you have to choose what to do first. Do you rush the objective? Do you concentrate fire on an enemy bunker? Do you take the flank, blowing gates and tank traps to clear a path for your APC? Each of these choices creates a small scale, squad based experience. The culmination of all of these choices affect the overall outcome of the battle. But just like scenes in a war movie, defending a bridge or blowing up a bunker is a unique battle in and of itself. If you’re not making headway, pull back and change tactics. You’ve got lots of choices.
How is the game structured? Is it lobby-game-lobby-game-lobby-game like most online games? Or do battles flow into each other somehow as part of a campaign?
MAG games are similar to the lobby-game system we’re familiar with. However, after each game players are put back into the matching system. This keeps new games kicking off, keeps our squads and platoons balanced, and gives folks a change to change loadouts, buy new skills, invite friends, etc. between battles. It also lets players see the results of their battles on their faction’s overall strength in the ongoing Shadow War.
Does MAG use any kind of persistent world?
Because MAG is a shooter first and foremost, there isn’t a persistent world one would expect in an MMO. We wanted engagements to be quick, with all of our players focused on combat rather than finding combat. However, the Shadow War is the persistent tournament in our game. In the Shadow War, all three factions are constantly competing to win security contracts from world governments. Each game mode is an individual tournament, with winners being declared on a regular basis. Winning a contract isn’t just for bragging rights, as with the contract come rewards for the victorious team ranging from experience bonuses to upgraded gear, weapons, and vehicles.
Is it a challenge to balance the rewards you’re giving the player – to ensure that he has incentives to be a useful team player while still earning personal rewards and progression?
This has actually been something we focused on early, and as such it seems to be playing out well so far. Our incentives are all based on letting players play how they want, but giving them added experience bonuses for doing these things in support of the squad. For example, a sniper type player may just want to shoot people in the face from 200 yards away. He can do this all day and have fun. But, if he shoots guys that are next to a bunker the squad is trying to assault, he’ll get significant bonus experience. In addition, many of our upgraded gear items provide passive bonuses not just to the soldier, but to his squad.
It’s been revealed that one of the classes in MAG will be a demolition specialist. Will this be for specific, set targets? Or can this class (and other classes with explosives) destroy scenery, thereby altering the layout of the map in an improvised way?
We don’t have traditional classes in MAG. We follow more of a loose system of skills, which the player can mix and match as he sees fit. If you spend most of your skill points in demolitions, we will identify you as a demo expert, but that’s because you chose those skills, not because you chose that class. This gives players more freedom like one would expect from real soldiers. You could be a recon specialist who cross trains in medical skills, or a heavy weapons expert who is well trained in electronic warfare. It’s up to you to play how you see fit, with certain tradeoffs of course…
In our experience, the biggest drawback of online games can sometimes be the other players. It’s frustrating seeing great game ideas going to waste because too many people just will not play properly, but some developers seem to have figured out ways to make their online games self-policing. What features are you planning for MAG in this regard?
First and foremost, our rewards systems are all built on encouraging players to play “the right way.” Kills yield experience, but getting kills by your objective will yield even more for example. But of course we also include plenty of tools such as group matchmaking, mute, kick, etc. to let players choose who they play with and ignore those that are less than desirable.
Other issues that can potentially put off curious newcomers relate to accessibility and balancing. How will MAG address this kind of issue?
Even the newest player will start out with an effective rifle, some good old fashioned frag grenades, and a good set of body armor. As players grow in skills they do become more effective in battle, but more so they become more specialized. So a new player coming in and being a general soldier will be well equipped to compete.
But more than just gear and weapons, each player is always matched into a squad with 7 other players of varied skill levels. So while you may be new, you won’t be alone. Just like in a real military situation, those guys need you to succeed as much as you need them. And they’ve got tools to help you. All it takes is a buddy bringing you back from the brink with a well timed shot of anti-coagulant to get you two working together!
as i say, this thread is evolving all the time so expect many changes as the weeks go on until release.
Further details in spoiler, some kindly supplied by Sergeriver, thanks
PUBLISHER: SONY COMPUTER ENTERTAINMENT
DEVELOPER: ZIPPER INTERACTIVE
GENRE: SHOOTER
ONLINE: 256 PLAYERS
RATING: MATURE
RELEASE: JANUARY 26TH 2010
OFFICIAL SITE: www.mag.com
Quote:
OVERVIEW:
A massive war is coming. It's the year 2025 and nations are at peace. But under the surface, a war rages. This shadow war is the secret conflict fought between Private Military Corporations (PMCs) vying for dominance across a global battlefield. Fight in unprecedent battles with up to 256 combatants. Excel as an elite operative or become a leader of men. Be the one that makes the difference. Your calling awaits.
Quote:
PRIVATE MILITARY CORPORATIONS:
Bound by the terms of the Millenium Accord, which prevent defense forces from crossing borders, nations now turn to the services of PMCs to secure interests abroad. Today's leading PMCs compete for contracts across the globe, each offering its own approach to a variety of military operations. Choose your loyalty.
RAVEN:
"Precision in training and battle, above all else."
Based in Vienna, Austria, Raven Industries, GmbH provides specialized military services using cutting-edge equipment and advanced tactical coordination.
-State of the art
-Precise
-Elite
S.V.E.R.:
"The fire within fuels the true warrior."
S.V.E.R. is based out of Grozny, in the Chechen Republic. Unconventional in their look and a fierce fighting style, S.V.E.R. operatives consist of former soldiers and private citizens, some with rumored criminal backgrounds.
-Aggressive
-Intimidating
-Rebellious
VALOR:
"Improvise, adapt, and overcome."Founded by former US Army officers, Valor Company, Inc. offers and experienced team of veterans drawn from US, Birtish and Mexican special forces. The company is headquartered in the Alaskan wilderness.
-Disciplined
-Adaptable
-Battle-Hardened
Reviews
Spoiler:
TBA
Videos
Spoiler:
MASSIVE ACTION GAMEPLAY PART. 1
[ame="http://www.youtube.com/watch?v=xszauVMEIg0"]YouTube- Gametrailers: MAG Gameplay 1/2 HD[/ame]
MASSIVE ACTION GAMEPLAY PART . 2
[ame="http://www.youtube.com/watch?v=xP8G8YOvGR8"]YouTube- Gametrailers: MAG Gameplay 2/2 HD[/ame]
GC 09 PARACHUTE GAMEPLAY
[ame="http://www.youtube.com/watch?v=yPgV9RERMDE"]YouTube- GamesCon '09: MAG Parachute Gameplay[/ame]
COMMAND & CONTROL DEV. DIARY
[ame="http://www.youtube.com/watch?v=7SldViF_eRs"]YouTube- MAG - Dev Diary 4[/ame]
PMCs DEV. DIARY
[ame="http://www.youtube.com/watch?v=IFEg7W1zGSU"]YouTube- MAG - Dev Diary 3[/ame]
256 DEV. DIARY
[ame="http://www.youtube.com/watch?v=LoDWtFXAbfw"]YouTube- MAG - Dev Diary 2[/ame]
SHADOW WAR DEV. DIARY
[ame="http://www.youtube.com/watch?v=WnsifRU0Iv0"]YouTube- MAG Developer Diary #1 - The Shadow War[/ame]
E3 09 BASE ASSAULT GAMEPLAY
[ame="http://www.youtube.com/watch?v=jTHHIik_wUo"]YouTube- MAG E3 2009 Base Assault Gameplay HD[/ame]
E3 09 RECONNAISSANCE GAMEPLAY
[ame="http://www.youtube.com/watch?v=gbdSpeu5-E8"]YouTube- MAG E3 2009 Reconnaissance Gameplay HD...[/ame]
E3 09 SHOW FLOOR GAMEPLAY
[ame="http://www.youtube.com/watch?v=EKGwgKYMmuM"]YouTube- E3 09: MAG Show Floor Gameplay[/ame]
E3 09 GAMEPLAY FOOTAGE
[ame="http://www.youtube.com/watch?v=tmkNKz0ohIU"]YouTube- E3 2009 MAG Conference Gameplay Footage...[/ame]
GAMEPLAY PREMIERE
[ame="http://www.youtube.com/watch?v=48RMUK9aXl4"]YouTube- MAG Premiere Gameplay Trailer[/ame]
ARQUITECTURE INTERVIEW
[ame="http://www.youtube.com/watch?v=UQC3Eg86N0E"]YouTube- Massive Action Game (M.A.G) -...[/ame]
E3 08 SONY CONFERENCE DEBUT TRAILER
[ame="http://www.youtube.com/watch?v=p8g8GHRceKQ"]YouTube- Massive Action Game (MAG) - E3 2008...[/ame]
Screenshots
Spoiler:
ADDED OCTOBER 30TH 2009:
ADDED JUNE 2ND 2009:
ADDED APRIL 29TH 2009:
Previews
Spoiler:
PS BLOG - DEC 21ST - MAG IS GOLD, BETA FOR EVERYONE SOON
http://blog.us.playstation.com/2009/...everyone-soon/
MAG BLOG - NOV 11ST - MAG DEVELOPER INTERVIEW: TEST LEADS
http://blog.mag.com/blog/2009/11/mag...ew-test-leads/
IGN - OCT 30TH - CREATING THE MAG SOLDIER
http://ps3.ign.com/articles/104/1040872p1.html
IGN - AUG 19TH - GC 09 MAG PROGRESS REPORT
http://ps3.ign.com/articles/101/1015567p1.html
IGN - JUN 4TH - E3 09 HANDS-ON
http://ps3.ign.com/articles/992/992051p1.html
IGN - APR 29TH - FIRST LOOK AND HANDS-ON
http://ps3.ign.com/articles/977/977670p1.html
__________________
Get ready to team up and blow a total of 128 enemies away soon !!
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07-25-2009 #1!! Watch Your Step !!







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Official M.A.G. Online Match Clubhouse Of Win ! SIGN UP FOR WAR !!

Welcome to the online meet up clubhouse for the epic and eagerly awaited release from Sony and Zipper interactive - M.A.G. (previously known as 'Massive Action Game')
This is the place to discuss the game and arrange meet ups for you and your friends, clans or squads, as this game supports 256 players all in one game and has now passed through the Beta stage and on to full retail release i thought we should have a place where we can register our 8 man squads (or bigger !) and arrange to meet up and take on the enemy, or each other, together !
This thread will evolve as more details and media emerge, and also as squads and clans add themselves to the list of PSU MAG players. And by the way, I was in the internal closed beta! so i know what i'm talking about
D
Choose your faction and get ready for a war like you've never seen on a console before !
Here is the full retail release intro:-
[ame="http://www.youtube.com/watch?v=Ouiz5cMuurk&feature=channel"]YouTube- NEW MAG Start Up Video[/ame]
Preview clip here:-
[embed]http://www.viddler.com/simple_on_site/ef162de1[/embed]

Here is the 'choose your alliance' site
LINK
Here are the faction specific sites:
http://www.sver-services.com/
http://www.valor-co.com/
http://www.raven-gmbh.de/
Squad lists will appear here:
Squads TBC
Trophy list here:
Here are some details about the game:

Part one of an interview with Zipper Interactive's Tony Iuppa

Here is the second part of the Zipper interview

as i say, this thread is evolving all the time so expect many changes as the weeks go on until release.
Further details in spoiler, some kindly supplied by Sergeriver, thanks
Get ready to team up and blow a total of 128 enemies away soon !!


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07-25-2009 #2Sandy Claws







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Sweeet.
I'm gonna get a lot of use out of this thread.
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07-25-2009 #3!! Watch Your Step !!







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happy to hear that Mopey
i hope lots of people enjoy the thread, i'll keep improving it whenever i can find something cool to add !
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07-25-2009 #4
I'm in.
[SIGPIC][/SIGPIC]
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07-25-2009 #5Sandy Claws







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Sounds good.
And this is just what we needed to pick up the hype for MAG on these forums, which, sadly, seems to be dying down
.
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07-25-2009 #6!! Watch Your Step !!







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well this is the place to keep it alive, this game will be MASSIVE (no pun intended) so we need to keep the hype at hyper levels !
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07-25-2009 #7Sandy Claws







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Starting...
Tomorrow. Its way passed my bedtime
.
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07-25-2009 #8!! Watch Your Step !!







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LOL, sleep well matey, and be sure to return to keep the MAG hype train running !
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07-25-2009 #9Chipmunk Enthusiast







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HAHA !! BnW ASSEMBLE !!
Trophy-licious!
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07-25-2009 #10!! Watch Your Step !!







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: what do you think so far Dave ?
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07-25-2009 #11
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07-25-2009 #12The Specialist







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might be tempted into getting this.
cause im too lazy to look for myself, is there an approx release date?
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07-25-2009 #13!! Watch Your Step !!







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currently stated as 2009, but some are saying this may be early 2010, however the Beta is up now so i think it should be fairly soon, at least i hope it is!
@Dave, that is exactly what i want it to have, we need to have the ability to team up on the fly and invite clan members into our squads as you play i think !Now Playing: Ni No Kuni, X-COM, Hitman
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07-25-2009 #14
I will make the banner later!

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07-25-2009 #15!! Watch Your Step !!







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cool Kyaw, don't forget that this is an open PSU thread and not just for us BnW guys so no clan stuff on it please
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07-25-2009 #16The Specialist







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cool, well if it drops this year ill probably get in on it. although that depends on if GT5 drops before christmas too.

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07-25-2009 #17
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07-25-2009 #18
Swish
Yeah, MAG should get clan support, even if it's only for the 8-man squads.
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07-25-2009 #19
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07-25-2009 #20Banned







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07-25-2009 #21
As hyped as I am for MAG I cant help but think that 80% of your 128 man team will be pure cannon fodder... all the better to blast through though so I cant wait to see the war going
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07-25-2009 #22
I'm up for this, as well as I can't wait until this game comes out!..
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07-25-2009 #23
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07-25-2009 #24Elite Member







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I am interested in this, maybe i should join some of you in some kz2 too.
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07-25-2009 #25Sandy Claws







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I know its been asked hundreds of times, but since this is THE MAG THREAD, it shall be asked again...
Which faction will you choose and why? SVER, Raven or Valor?
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