The Infinite Zenith

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Tag Archives: Microvolts

What if you could only keep your TF2 hats for a week?

I imagine Valve would probably lose their entire customer base if the items we obtained in drops worked on a rental system, but fortunately, the hats I find and craft in Team Fortress 2 aren’t going anywhere anytime soon. The same does not hold true in MicroVolts. Contrasting Team Fortress 2, items give statistical benefits, allowing a player to carry more ammunition, have small health boosts or slightly increased running speed. However, whereas the hats are strictly for aesthetics in Team Fortress 2, they have the small ability of remaining in one’s inventory for as long as the player does not craft, trade or delete it. In MicroVolts, items disappear after seven days, and permanent items can only be had by real-world transactions.

  • The items may not last forever, but screenshots of anime figurines with cool gear will. Most gamers come from a background where the stuff they earn in-game tend to stick with them for a good while. The main benefit of in-game items in MicroVolts are the fact that they give reasonable boosts to performance, in addition to giving one’s character more customisation.

  • The perks from new items can make a slight difference between life and death: the extra ammunition, running speed and health grant players a little more survivability.

  • That said, the main disadvantage for many players in MicroVolts would doubtlessly be the fact that items don’t last forever, and Micropoints are rather difficult to accumulate. For that reason, I opted to buy some stuff and test-drive them for the purposes of discussion.

  • Experimentation shows it is not possible to enter a server with only one active player. Thus, in order to explore maps, one has to join an active server and die a handful of times. Alternatively, opening a password-protected server and having a friend join permits more peaceable exploration.

  • The item system means that players will essentially have to continuously grind for items if they do not wish to yield the stock weapons or gear, or else shell out some cash to get permanent items. That said, the stock weapons are good enough for most anyone: one of my earliest victories was over a guy with decked out gear at level 14.

The items were fun while they lasted, and lent themselves to some reasonable screenshots. That said, I’ll probably hesitate to get any of the permanent items, and will only buy items for demonstration purposes. MicroVolts is nonetheless a shooter at its core, but if superior, skill-negating items can be purchased, the balance in the game shifts towards those with disposable cash. Then again, those players are the same ones who complain when shot down with a stock weapon, and that in itself is amusing in its own right.

MicroVolts

MicroVolts is a Massive Multiplayer Online Third Person Shooter developed SK iMedia, a Korean developer and published by Toronto-based publisher, Rock Hippo Productions for the PC. The game in set in the real world where toys have come to life behind closed doors. A secret battle began between four original limited edition figures, code-named MicroVolts. Naomi, Knox, Pandora and C.H.I.P. were the names of the original prototypes, but they were soon joined by other modified versions. The toys now battle it out in an all out war for valuable battery resources and ultimate supremacy of their Micro World.

  • MicroVolts can be described as Toy Story meets Team Fortress 2 with anime figurines. The worlds are beautifully designed, bringing the scale of things to life and reflecting on the elements of detail that made Toy Story so successful.

  • MicroVolts brings back the hyperspace arsenal that was so popular in James Bond shooters; all the weapons are available to the player right from the start. Players can equip melee weapons, rifles, shotguns, sniper rifles, gatling guns, bazookas and grenade launchers, each weapon with a unique attribute and application. The assault rifle proves to be superbly useful, allowing enemies to be dispatched from across the map, while some shotguns can pretty much one-shot any enemy at close range. The sniper rifle requires a bit of skill to use, but allows players to decimate enemy positions. The weapons’ powers are balanced by their limited ammo capacity.

  • As players accumulate wins, experience points and micro-points are accumulated, allowing for upgrades to be purchased. Contrasting Team Fortress 2, clothing articles provide statistical bonuses, including increased movement speed, health capacity and ammunition capacity.

  • I’ll show off some new gear in the next post about MicroVolts, alongside some additional settings. Having played FPS where the shift key acts as a sprint mechanism, I periodically hit shift…only for Naomi to taunt. Naomi is inspired by Japanese models and is designed as a friendly and charming high school girl. She applies her sweet charms and gleaming smile to mislead her enemies. In practise, this means that she has mannerisms not too dissimilar to Suzumiya Haruhi. From a gamer’s point of view, coupled with a good eye for sniping, this combination presents itself as a prime form of amusement.

I first heard of MicroVolts when a friend showed me a YouTube video depicting the trailer for game, as well as some articles discussing the game’s similarity to Team Fortress 2 in terms of graphics and weapons. I was not too interested at that point, given that Team Fortress 2 and Halo 2 already satisfied the FPS gamer in me. However, MicroVolts is a third-person shooter, in the same vein as Gears of War and 007 Blood Stone. With my curiosity was piqued and egged on by the promise of a relatively small client (around 2 GB), I picked up a copy of the client from Steam and hopped right into the shooting following the tutorial. The Gears of War like experience was remarkably amusing, save for the fact that characters can’t use cover or run. Then again, MicroVolts is a free-to-play game; given that I’m pretty much free to shoot things with awesome guns, I’m not about to complain.