Firefall PC review

Firefall Red 5 Studios

Firefall has one of the worst openings of any MMO I’ve played.

It should be an opportunity to show Firefall’s ambition: an open world action game in which you, a jetpack and a rocket launcher fend off waves of bugs and aliens.

But all Firefall’s opening does is shove your face right up against grubby textures, shoddy animations, and invisible walls. Your first two hours with it will see you retreading ground completing repetitive fetch quests for characterless NPCs in a world that does nothing to excite the eye.

You have to wade through that swill of a beginning to understand Firefall’s potential.

Firefall’s sell is that it wraps all the trappings of a modern MMO - raids, crafting, and loot drops - into a sci-fi shooter packed with jet packs, alien bugs, and dynamically generated missions. Since it was first announced back in 2010 developer Red 5 Studios have been thrilling us with colourful visuals and a beta that showed a free-to-play MMO that was confident to diverge from the model set down by World of Warcraft a decade a go.

If you play Firefall long enough, hints of that confidence remain. But it’s been hidden well.

Firefall 8 alksnd.png

Red 5 push you into the world of Firefall through a sort of showcase mission. Your dropship has crashed near Copacabana, the first hub town of the game, and you need to get to a ship to evacuate. You’re guided down a tunnel of scripted events meant to show off the game’s different battleframes - armoured suits that act as Firefall’s different classes.

Though, if you stop for a moment you see that all the action is repeating on a very short loop. Look closer and you’ll spot that some of the civilian NPCs who run past you have their arms raised as though they’re carrying an invisible rifle. Deviate from the path you quickly find invisible walls, and you’ll discover enemy aliens that completely ignore you.

It immediately makes Firefall feel lifeless. It makes you realise how unnecessary you are to the game world. This is not what MMOs promise.

Firefall has a sort-of class system, expressed through the type of armour (battlesuit) you’ll wear.

There are five in all, the Assault, Biotech (healer), Dreadnaught (tank), Engineer, and Recon. Each has four different abilities and a different primary weapon. For the Assault that’s a six-shot blaster that fires explosive balls of energy. For the Engineer it’s a plasma beam. There’s also a perks system that unlocks when you reach level ten. These are passive abilities, like a 20% reduction in bullet damage, that can be slotted into your battleframe. As you level through the game you gain access to a lot more perks than you can fit into your frame so you have to choose to specialise.

Firefall 5 alksnd.png

One neat way in which Firefall diverges from the MMO norm is that Battleframe’s are interchangable, by swapping them out at a garage, essentially changing your class. You’ll need to level it up separately but your inventory moves across with you so there’s little pain for trying out how the other classes work.

Actually, that’s not completely true. There’s a great deal of pain.

Firefall’s got two huge problems. One: It’s a grind. Two: there’s just not enough to do.

The game is obtusely limited. With only one faction, the ARES mercenaries ridding the earth of alien invaders, there’s only one starting area, and only one set of quests. If you’re looking to level up a spare battleframe, you’ll need to repeat quests or grind.

The quest’s are bad: at least to begin with. They are staid, and lifeless. You’ll be told to go to a place, loot a box/talk to a person and shoot the aliens before going to another place to loot a box/talk to a person before either going to another place and repeating or heading home. The lack of imagination is depressing.

Seriously: one quest chain has you rescuing family members: one quest for “Distraught Wife”, another quest for “Distraught Mother”, and finally a quest for “Distraught Father”. Oh, and the quests start and end at the Copa disco, the natural go to spot for families in distress.

Firefall 3 alksnd.png

As you get to the higher levels repeating missions becomes less of an issue: you find there are multiple quest hubs with missions for your level, giving more variety,  but that only goes so far. If you were to try and level a third battleframe up then you’d quickly run out of new things to do.

And there’s a whole lot of walking: missions will take place a kilometer away from your current position. To complete the quest you’ll want to trudge back, and then home, and then back again for the next stage. The designers obviously see the problem: at ARES bases you occasionally find glider pads that can shoot you into the air to glide a few hundred metres. Unfortunately that only helps you getting to a mission, not getting back.

It’s only at level 25 that you’re given your first mount: a motorbike. That’s 22 levels too late. I found the treking so frustrating that, after over 10 hours, I finally gave in and bought the bike from the in-game store.

Firefall used to be busier, hence the space. The game tries to use dynamic, unscripted events to pave over the dull quests. A drop pod full of gnarly alien Chosen might fall to the ground near a human outpost, spawning a mission marker on the minimap and calling for nearby players to drop what they’re doing and come help, or a rebel cell might be found in one of Copa’s warehouses and you need to break in before they attack the city. But that design didn’t work, the frequency of the dynamic events was dramatically reduced during the game’s (lengthy) beta, and there’s nothing been added to replace them.

Apart from thumping.

Firefall 2 alksnd.png

Thumping is Firefall’s weirdest system. You’re given a hammer that lets you take a seismic reading by smacking the ground. When you hit a mineral vein you can call down a Thumper, a orbit dropped mining probe that draws out valuable materials by thumping the dirt. Thumping takes around five minutes, but will draw out a steady wave of Aranhas, Firefall’s arachnid enemies. It’s like a portable horde mode.

It’s also dull as ditchwater. Enemy AI in Firefall is basic. Aranhas spawn and run at you, making no use of cover or acting as a group. Combat’s usually a matter of jetpacking around so none of the melee enemies can hit you while you pepper the ranged foes with your guns.

Stronger thumpers mean stronger waves and stronger rewards. It should also mean players work together, but they don’t. There’s no communication, just the thumper owner and anyone who happened to wander across the swarm blasting away at brainless AI.

And that’s Firefall’s other crippling flaw. There’s just so little reason to play together. In my 20 hours with the game I’ve not once had to form a party to complete a quest. The only times I’ve evenly remotely come close to a party is during the game’s inept campaign missions. And they’re not much fun.

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These missions see you thrown into an instance with other players who are on the same task. They have harder enemies, and theoretically require some teamwork. It doesn’t happen through. Everyone goes off on their own, same as before, whittling down the swarm of feckless enemies.

Thumping also reveals how pants the crafting system is. Each human base has a workbench where you can spend resources acquired from salvaging gear, thumping, and quests to research new kit for you to craft. The problem is that it all requires a massive outlay of resources for items that are no better than the ones you’ll find while grinding through the game. It makes the whole system a waste of time.

Firefall’s been in development for years and it’s changed a lot in that time. Originally the MMO had a PvP focus but now that side of the game is locked off till you get past level 30 and, even then, it only takes place on a separate island. You can never escape the fact that despite having now officially launched it feels unfinished.

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There are practically no tutorials to introduce you to crafting, how to get vehicles, the item market, even the perks system. You could easily walk through Firefall not knowing anything about these subsections of the game.

There are bugs, too. Starting a quest doesn’t always spawn the necessary objectives till you logout and back in again, the next section of your quest can fail to load, and you’ll find the frame rate can drop even when there’s little going on on screen. You’ll see enemies getting caught on objects or just clip straight through them. At other times you’ll walk into a clearing only to find all the objects spawn a moment later and drop to the earth. They’re not game breaking but for a game that’s been in beta for more than two years it’s unacceptable.

All these problems could be fixed in the coming months - the bugs can be patched out, quests can be rewritten and made more varied and lively, crafting can be balanced to make it worthwhile, and the number of dynamic events can be increased. Something can be done, too, to encourage team play.

But, until then, there is no reason to start playing.



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Lunatitch avatarGnug315 avatar13th |UKCS| avatarWeapon.Master.Alric avatardosvalencia avatarRygar24 avatar+4
Lunatitch Avatar
Lunatitch(1 day 1 hour played)
3 Years ago

Careful, you'll upset the folks that have paid $150 for the privilege.

It's sad to see a good promise turn into this after all these years :-( Shows once again that buying into an idea or promise is a bad idea.

Gnug315 Avatar
3 Years ago


13th |UKCS| Avatar
13th |UKCS|(14 hours played)
3 Years ago

I played it off and on during the beta and i do feel like it could have been better. Sort of like they tried their best to make sure everyone is happy with it but at the same time there is still a number of problems with it that need fixed

dosvalencia Avatar
3 Years ago

Dunno what PC they played this on, but it sure as hell didn't have grubby textures on mine.

Weapon.Master.Alric Avatar
Weapon.Master.Alric(7 days 13 hours played)
3 Years ago

Hard to take this article serious with all the malapropism and miss-spelled words. Also, seeing as the game is barely a week out of launch, it's to be expected to suffer from launch woes. I can't think of big title in the past 4 years that didn't fall short at launch.

But "Nerd Rage" will remain when things that are promised do not rise to the occasion. As far as their business model goes, I see much potential with the game and it has been a fun experience playing as a new player. I can understand the feelings of the Alpha's and Beta testers who are seeing a completely different product from what they were first introduced to and that can definitely generate a soiled experience.

I feel if you are taking time out to critically analyze a starting training area that seems to be designed to push you out and into the open game world quicker (than force you to be stuck on "Newbie Island" for days while you wander around and are attacked by rats), then you are going to the wrong MMO for the wrong thing. Everything in this article screams how painful it is to play this MMO but I don't really see what the "painful" part is. Maybe I'm just used to your old school MMO that hands you a sword, points you at a wild boar and you chop on that for hours til you are high enough leveled to get killed by the bear in the next zone.

Firefall has many things that need to be fixed but in comparison, I can't think of an MMO that didn't work all that well at launch but ended up with GOTY awards after being out for their first year. So I think once the bad press is done and Red5 can get a chance to react accordingly, I see game of the year potential as a starting player who, by experience, has cursed games as doomed right when they were launched to only see them rise to the occasion.

Pandalishus Avatar
3 Years ago




"soiled experience" = ?


but in comparison = but, in comparison

"high enough leveled" = leveled high enough

Probably shouldn't point out errors in spelling and word choice until you've managed to nail that down yourself. Otherwise, it's a pretty good response.

Owl_tms Avatar
Owl_tms(11 hours played)
3 Years ago

This is actually a very on-point review in my experience. I picked it up, curious, and found all the same problems. Running kilometers for repetitive quest grinds just to level, vast maps that look awesome but have nothing to do, quests that bug, make you relog and re-run a kilometer..

There's a lot that's really cool about the game, and I can see immense promise, but I can't see picking it back up after binging and burning on it.

matrixlawn Avatar
3 Years ago

Did you wake up bad that morning or did someone pay you for ridiculous article?

There is good transport system you know and you must be in sleep not to notice it. There is also helpful people around to ask help if you can not manage. Teaming us nice and if ALL the other players wont come to you (i wouldn't) you can go to them. Many players also have IRL frends to play with. This game has many new nice small inventions like gliders.. Love them.


El Burrito Avatar
El Burrito(41 minutes played)
2 Years ago

This game has been in a constant flux. I regret buying a founders pack for it a year or two ago because the game it was then is rather different from how it is now and I don't like the direction it went in.

Rygar24 Avatar
3 Years ago

Good review, too bad the feedback has been so poor, it really looked like a good game going in with some great ideas to mix the mmo/rpg/fps genres.... like Borderlands but MMO. Hopefully they will fix things up.