Jumpgate: Evolution

On top of the space simulation elements are the classical MMO tenets of experience, loot, and advancement. Your avatar is your ship, which you can outfit with the finest weaponry, shields and tactical equipment, or even buy brand-new ships to move your equipment across to. Advancement is controlled both by your familiar experience bar (with a reward of experience with every kill) missions, and the as-yet-unspecified Licensing system. From what we’ve been told, it’s there to control both twinking (buying high-level gear for lower-level players) and gold-sellers by using a Gran Turismo-style limit on what ships you can use until you’ve completed a certain amount of quests.

The words “space” and “MMO” make you think “EVE” and “grind”, but Jumpgate: Evolution appears to be the yin to CCP’s yang. NetDevil are emphasising that the game will be about slick, fast-paced combat rather than routine repetition of hotkeys. From what we’ve played, Jumpgate: Evolution feels like its expanding the genre in a direction nobody seems to have noticed was there. Purely as a game, without the online elements included, Jumpgate would be something to get excited about, but the MMORPG parts make it a red hot pepper in our exhausts. We advise wholeheartedly that you sign up for the beta at NetDevil’s website, or plug your ears and wait until later in the year for the game’s release.

May 14, 2008