Character Assessment 5 APB: Reloaded

APB Reloaded: Only Their Love of Violence Rivaled Their Love for Each Other

In previous Character Assessments, I’ve mentioned perhaps two MMO’s that I believe to have implemented the best character creation tools that I’ve had the pleasure of using. The first, the super hero-fantasy from Cryptic, Champions Online, will be covered in a future post. For now, I turn my attention to the game that I initially thought would be my personal WoW-killer back in 2010, Real Time Worlds’ All Points Bulletin and GamersFirst’s APB: Reloaded. Bankruptcy and rebirth was the game’s fate. I didn’t do the beta or keep up with the forums pre-launch, but I watched the development of the game through RTW’s video podcast. Reasonably justified or not, I was convinced that the game would be solid. On launch day, I bought a box copy during my lunch break. That was June. By November,  RTW was being liquidated and only a few guys were left in their offices to keep the servers up in hope that someone arrive to pony up the cash to pay their creditors.

Plenty has been said about the original release, most of it negative, ignorant nonsense. Fact is that I thoroughly enjoyed it. I had high hopes that given a enough time, RTW’s attempt to bridge the gap between immersive MMORPGs and pure PVP shooters would flesh out into something huge. One very effective weapon in their arsenal that everybody who’s played APB can agree on is that the character creation tools and other customization options were amazing. Smartly, Gamersfirst did nothing to add or take away from the process and I have no expectation that they will attempt to improve on RTW’s foundation. Therefore, a review of the current games tools is a review of the old game’s tools. And in the tradition of these Character Assessment posts, that’s all I am going to review.

You’re Going to Kill Innocent Bystanders Either Way. Tons of them.

I considered recording my own video of the character creation process in APB just to demonstrate some of the elements in APB that most other games overlook, but making a video would be just one more excuse not to finish this post. [So here is some 3rd-party assistance A, P, B.] Anyway, a couple of the things that most character creations interface lack, but that APB includes, are camera control and animation freezing. Putting together a face in three dimensions is benefits greatly from having a full range of camera positioning all around the subject. While most games allow players to spin the character, APB also allows players greater freedom to choose the angle they want to work from.

A Mohawk Should Look Good From All Angles

Character models are animated during the creature process so that players can see something approximating what their character will look like in action. This is common in MMORPGs, but APB goes just a little bit further than the others by allowing players to freeze the model’s movements to better prevent surprise oversights once their character is finally in the game. These two features by themselves spoil other games for me. About the only thing that the suite lacks is light control.

When a player first gets into character creation, they may be underwhelmed because the suite opens up in Quick Mode once the player decides to be a criminal or an enforcer. In Quick Mode, players have a limited number of selections to make, but the random button produces an extremely wide range of results. Even though I love to jump right into crafting a character, I find it faster to randomize until I land on a configuration close to what I want before switching to Advanced Mode to refine it.

I’m Young Al Sharpton!

Quick Mode Options:
Gender (Only 2; how old fashioned.)
Skin Tone (4, chalk to charcoal)
Age (4 age ranges)
Body Shape (4)

However, Advanced Mode is another animal. Thanks to APB, one of the tools that I always hope to see when I log into any MMORPG for the first time are sliders as opposed to numbers or other selectors for the attributes of my character. I don’t like picking from presets nearly as much as I prefer to use a slider to find the right setting between two extremes. Usually, sliders in character creators are just selectors. The SWTOR character creator, for example, has a mock-slider for all parts of the character build where the player must choose between specific options that can’t be modified. Instead, APB has sliders that allow players set their character’s features anywhere within a range. Obviously, things like hairstyles have mock-sliders. However the various lengths for front, back, and side portions of the hair will have real sliders for length and tilt. It is hard to put in to words just how awesome it get a feature exactly in the sweet spot you’re going for because the game tools allow you to take control. [Here’s another video!]

The APB character creator even improves upon the basic slider, which only goes up-to-down, left-to-right. The game has what I’ll call a slider map that allows the player to move up-to-down and left-to-right at the same time. For example, skin tone is on a normal left-to-right slider moving from very pale to very dark. Meanwhile, skin pigment uses a slider map with the top right extreme being a reddish hue and the bottom left being somewhat green. The top-left is extreme is neither reddish nor greenish and the bottom right being very greenish and very reddish at a the same time. As the player moves the cursor through out that map, their character will immediately take whatever attribute is assigned to that motion. It a tool I have seen in no other game.

Protecting and Serving My Hair

Advanced Mode Options:

30 hair styles
234 hair colors
Facial Hair (20 styles)
Body Hair

22 face aspect areas
Face Height/Depth (slider map)
Forehead Detail (4 Types with intensity slider)
Ear Shape (7 Types)
Ear Size (slider map)
Ear Orientation (slider map)
Brow Shape (12 shapes)
Eyebrow Shape (23 shapes)
Eyebrow Color (234 colors)
Cheek Detail (13 types, intensity slider)
Cheek Definition (slider map)
Nose Shape (22 shapes)
Nose Height/Length (slider map)
Nose Bridge (slider map)
Nose & Nostril Width (slider map)
Mouth Width/Height (slider map)
Lip Attributes (7 overlapping sliders)
Lip Size (slider map)
Lip Detail (4, intensity slider)
Jaw Width/Height (slider map)
Chin Attributes (3 overlapping sliders)
Chin Height/Length (slider map)
Chin Detail (6, intensity slider)

Green Mohawk Added Later

Iris Color & Size (46 colors)
Pupil Shape (6 shapes)
Eyelash Length (slider)
Eyelid Position (slider map)
Eye Area Detail (7 types, intensity slider)
Eye Socket Position (slider map)
Eye Attributes (7 sliders)
Eye Tilt (slider)

Weight (slider map)
Height (slider map)
Muscularity (slider map)
Hips (width slider)
Breasts (size and position sliders)

Skin Tone (slider map)
Skin Pigment (slider map)
Age Marks (2 effects, intensity sliders)
Wrinkles (slider)
Veins (slider)
Freckles (4 types, intensity sliders)
Moles (5 types, intensity sliders)
Scars (10 slots, 2 colors, intensity slider)

Mohawk Girl’s Going to Shoot Your Brains Out Because Her User Lacks The Skill to Arrest You

Eyeshadow (25 types, intensity slider)
Eyeliner (16 types, intensity slider)
Blusher (5 types, intensity slider)
Lipstick (10 types, intensity slider)
Face Paint (2 types, intensity slider)
Nail Polish (39 colors, 3 custom slots)

The number of options might seem overwhelming. That is because APB comes closer than any other game, RPG or otherwise, to being able to duplicate a photograph in  3-D gamespace giving the player that sense of ownership over their unique creation. [I’m eager to try out Skyrim considering how good Oblivion’s character creator is.] While APB comes closest, it doesn’t make it all the way there for a couple of reasons.

Firstly, the lighting during character creation is nothing like the lighting anywhere else in the game. Until a players get acquainted with the tools and practices trial and error,  the faces that they work so hard on may turn out monstrous in-game. There is no way to save configurations, so if a player decides delete their misbegotten horror with the intent of starting over, they will have to start from scratch. Alternately, players can modify their character’s appearance at any time for in-game currency in the Social District.

Dynamic Lighting F$#%@ Everything Up

Additionally, body types are limited to height, weight, and muscularity. Male characters can be very muscular and very fat. Female characters can be kind of muscular or just little out of shape[– sexism]!  No characters will be noticeably shorter or taller than any others. Only some hairstyles may be modified and none to the point where the changes will be distinct from another player with the same hairstyle. Despite the number of available hairstyles, there should be even more because I suspect that half the hairstyles will never be used by anybody. Finally, not every configurable attribute can be modified independently. For example, modifying one Lip or Eye attribute modifies 3 or 4 others, which can be somewhat frustrating. Giving the game engine less variety to render is understandable as my GPU certainly gets hot playing APB. However, these design choices compromise the control that the developers tried to hand over to players in other aspects.

Be that as it may, once I have become happy with of any my APB characters’ appearances over the couple of years, I grew pretty attached to them. The look of a character is constantly evolving in APB because of clothes that can be unlocked and designs which the players can create add to clothes or use as tattoos. Many players join clans and share designs to create uniforms. Part of the roleplay of the game is that criminals and enforcers in San Paro are aspiring celebrities so building a brand is implicitly encouraged. Really successful players will see statues with their image go up in the Social District. Clans will see their logos on billboards there as well. That said, the fate of most “successful” players in APB (win streakers) is to be killed by 6 other players when the server flags them as high threat.

FYI: There Ain’t No Zoom In This Game

I’ve a had a strange relationship with APB in the time that I’ve spent following the development, playing the original game until the servers were shut down, checking in on GamersFirst, and finally playing the revamped game. My opinion of the original release was enthusiastically positive and I was a dedicated player. My opinion of the current version is generally negative because the game now promotes few incentives for players to use the creativity tools included with the game and there is a greater focus on the cash shop. It’s telling that most of the videos on Youtube for this game were created Summer 2011. I believe that the game has become less well-rounded and less ambitious. Although, I don’t know how to reset my expectations from the original game and give Reloaded a fair shot.

But I digress; this is a review of APB and APB: Reloaded character creator only. Since it is one of the deepest systems I’ve ever used, it merits high marks.

Character Assessment Grade: A

You can certainly have fun in this game too, but you needs some make it interesting. There are sandbox aspects to the game that are easy to disregard, but the guys in this video aren’t missing out:



Character Assessment 4: Fallen Earth


Fallen Earth was first released in 2009. Originally a subscription-based game from Reloaded Productions, but is now managed as free-to-play by GamerFirst. It is a first- or third-person MMORPG in which a variety of firearms are you primary weapons. It brings to mind Borderlands and Fallout, but as one might expect from an MMO, not as visually-appealing as either. I tried this game out because I like shooting people. I thought I would also like shooting them while leveling up a character. Instead, I have been playing a lot more Blacklight: Retribution because that game is fast, furious, and fun. Nevertheless and as usual, I am not going to review Fallen Earth gameplay, only the game’s character creation tools.

Here we have another game where the developers either lack the resources or the desire to allow the player control over how their character’s bodies look. Granted, this game gives the player more options concerning faces than Star War: The Old Republic, a triple-A pay-to-play game, but that is not saying much. It would be one thing if the bodies in the game were reasonably interesting to look at as they are in SW:TOR, but they are not. The initial clothing lineup, as should be expected, is a choice between short, long, and no-sleeve nondescript tops of three colors, straight-leg blue jeans, and a selection of low-profile sneakers.

Where He’s Going, Only The Faces Need to Be Camoflagued

Configuring a face involves picking one out of a line-up. That is not awesome. Playing with presets is about as fun as drawing over comic books with a set of color pencils. Below is a rundown of the options.

  • 25 faces
  • 3 complexions
  • 15 skin tones
  • 4 ages
  • 12 eye colors
  • 26 hair styles
  • 34 piercings
  • 5 facial hair (male)
  • 5 lip sticks (female)
  • 5 eye shadows (female)
  • 8 sneakers
  • 4 leg tatoos
  • 8 arm tatoos
  • 4 body piercings
  • 16 shirts
  • 45 face tatoos
  • 25 face paints
Objectively (and sarcastically) I could says that there are so many combinations, the choices stagger the imagination. Practically, there is probably enough variety in the preset faces to have at least one to suit every player. Thus, it is incredibly fortunate that players only get one character slot for free. It all works out.

Score One Point For Including An “Urban” Hairstyle That is Neither Dreadlock Nor Afro

Once a player picks a preset face, skin tone, and complexion, all the rest of character creation is accessorizing. Piercings, tattoos, and crazy hair do little to interest me in real life and they do so little to differentiate player characters in MMOs that having the options bore me. Devs, until there is impact on the player character’s silhouette in your character creator, please do not bother me with nose studs. I will probably have a mask, helmet, or some other gear on when I run into other players and I will only see my character from behind most of the time I play.

I included the above video just to point out that here is a group of guys having a good time, but one cannot be told from the other except their dance moves. That wouldn’t be okay even if Fallen Earth were a single-player RPG, like Elder’s Scrolls. In an Elder’s Scrolls game, the player is developing a character of distinction and renown. Those games all begin with the player defining who their character is in terms of stats and appearance. The emphasis in Fallen Earth seems to be to get the players into the game quickly without giving a second thought about who each character will be among the thousands the producers hope log on. There are no classes in Fallen Earth. There are no combat roles, but there is an AP point distribution system where the player can put together their build which affected how well they can do what they do. But I don’t really want to do anything because I haven’t created a character that I really want to play.

Character Assessment Grade: D

Ain’t No Dang Crows Gonna Get At This Corn. Not On My Watch.

In CA#3, I gave Global Agenda a B. These two games have a some elements in common being MMORPG shooters. I wonder how much playing the game affected my view of the character creator. Firstly, Global Agenda has a far superior character creator where the preset faces serve as a launchpad into a deeper system. If I had time to play it, I would find that I like gameplay in Fallen Earth more because of the optional FPS-style interface and effects (there are bullets, not lasers, and recoil). Instead, the lazily implemented character creator and barely interesting tutorial turned me off from the get-go. Global Agenda gives a much better first impression while Fallen Earth was apparently snacking on cloves of garlic before our date.


Character Assessment #3: Global Agenda

Once upon a June 2010, I played Realtime World’s All Points Bulletin at its original launch. APB remains one of the high watermarks for character creation in MMO games. It offered players an unprecedented variety of options to shape the way their combatants appeared in the comically bullet-riddled streets and structures of San Paro. However, the Scotland-based developer had poorly managed the development and financing for APB. It was underwritten by ridiculous expectations of immediate success and subsequently went into administration (bankruptcy court) by mid-September. That same week, HiRez Studios’s Todd Harris acknowledged the loss of APB by offering a 30% limited-time discount on his sci-fi MMO-shooter, Global Agenda, hoping to funnel one community into another. I did not have the hardware specs to play the game at the time, so I passed. Twenty-one months later, APB has been relaunched as APB: Reloaded, both games are free-to-play, and my new laptop laughs at any 2 -year old game. I will revisit character creation in APB eventually, but it is time to review people-making in Global Agenda.

You’d best come at these guys from behind

As usual, this is not a review of the entire game, but a look at the tools the game gives the player to determine who they will play in the world. This game does not start off with any eye-popping cinematic, but gets right down to having the player decide their character’s class; Robotics, Medic, Recon, or Assault. The classes break down into familiar pet DPS, healer, stealth DPS, and Tank MMORPG roles respectively or, if you like, the Team Fortress 2 Engineer, Medic, Scout, and Heavy roles. A short description comes up for each class giving the player a very good idea the kind of gameplay they have in store. Though nothing about the story is revealed.

Global Agenda Is an Equal Opportunity Employer

Each class in Global Agenda has its own unchangeable models for tough males and sexy females. The armor seen on the Class Select screen is some of what the players have to look forward to as they gear up. There are also various dies throughout the games used to color armor and weapons. Players will start the game tutorial barefoot in a default skin-tight high-tech leotard. Jet packs, armor, ranged and melee weapons can all be recolored later. Once again, there is no customization for character physiques.

However, once the player gets to put their face together, the real character creation process finally begins.  I have played few other games with so many options for sculpting a head and a face. Once the player picks a class and a sex, they will be met with 18 female head presets and 23 male presets. Presets are a deceptive start, but one that allows players who want to get right into the game without futzing about over a face. Once a user double-clicks a preset, they can configure the individual elements at a basic level with a Mr. Potato Head-style selector and at an more advanced level with a slider.

Depth Perception: Null

You’re better off being female and Asian in a video game than in authentic tentacle porn.

In tribute to my wife, I made an Asian chick. In total disrespect to my wife, this creation looks nothing like her.

In case it’s too hard to see from the screen shots, here is a breakdown of the options:

Both sexes:

  • 8 basic head settings:
  • 30 hair styles
  • 8 Eyes
  • 6 Mouths
  • 10 Noses
  • 8 Ears
  • 14 Skin Tones
  • 15 Primary Hair


  • 18 advanced head settings
  • 12 advanced eye/brow settings
  • 7 advanced lip/mouth settings
  • 10 advanced nose settings
  • 4 advanced ear settings
  • 9 advanced skin/eye/makeup settings
  • 2 hair and hair accessory settings


  •  20 advanced head settings
  • 11 advanced eye/brow settings
  • 8 advanced lip/mouth settings
  • 10 advanced nose settings
  • 4 advanced ear settings
  • 3 advanced skin/eye/makeup settings
  • 1 hair and hair accessory settings

There are an insane number of combinations available for faces and players will get to see their creations on the generic bodies during normal gameplay and in cinematics whenever they remove their helmets. The tools lend themselves easily to simulating faces from pictures or crafting whatever the player finds interesting.

Two-Thirds of a Tebow

Hatless in public? What is this; the 1970s?

I made a couple of characters in Global Agenda to try out its customization tools. Characters do not have their own names, only the user name. That is one less layer of immersion. Nevertheless, I played a few levels into my character to see other players and get a taste of the character progression. Unfortunately, there is no “hide helmet” option in the game settings. Consequently, in the low level areas, I have not seen a single player ever neglect their 10% health max boost by removing their helmet. Characters gain stat boosts with levels and skill points every two levels. The skill trees remind me a lot of World of Warcraft talent trees. In fact, running around in 3rd-person with a castbar across expansive landscapes doing kill quests for NPCs travelling from quest hub to quest hub reminds me a lot of WoW.

The similarities might explain why once I started playing, I did not want to quit until I fell asleep in my chair. I had thought that Global Agenda would have more similarities with APB than WoW, but only character head creation holds that distinction. While, I would prefer the illusion complete control over character creation, Global Agenda does so much in that one major area that I can’t help but feel like I own a part of their world once I’ve shaped a face I like. So I need to water that face lest it whither.

Character Assessment Grade: B

While this review is not about gameplay, I have to say that Global Agenda is fairly engaging and I anticipate logging into it every once in a while. I do not think I’ll join a agency/guild or ever do a boss fight in it, but I would like to see what characters can do at higher levels. I’d like to know if I’ll ever get a real feeling of power as I progress. One of the biggest weaknesses of the game a lack of visceral feedback. When I fire my gun, lasers and rockets come out without recoil. When I use my melee weapon, enemies dodge around until they fall dead. When I fall from 100 feet, I hit the ground without any screen rattling impact, just a crouched landing and wave effect on the ground. There is little sense of consequence. Nevertheless, there’s some MMO crack cocaine in this game I think. If you’re curious go download the client here. Then check out the wiki here. And if you’re ready, here’s TenTonHammer’s guides. I’m CSlacks in-game.


Character Assessment #2: Mortal Online

I got the itch to log into a sandbox MMORPG to see if the grass was greener on the other side of gameplay fence. I went through the list over at and picked a game that I had heard mentioned before; Star Vault’s Mortal Online. Mortal is two years old and I figure that after two years, the developers have had enough time to kill bugs, clean up the presentation, and polish the experience to make a 14-day free trial enticing. Even so this is a review of the Mortal’s character creator and not the game itself. The character creator is the game’s first chance to get me interested. Continue reading

Character Assessment #1: Dungeons & Dragons Online

Character creation is single biggest determining factor in determining whether I will enjoy playing an RPG. I can play any game for at least the beginning levels, no matter how god awful it is, if I have an investment in the unique character that I have made to play in it. Continue reading

Six Years Late to the Oblivion Party

I finished the original content of Borderlands last week and decided to give Elder’s Scroll IV: Oblivion another shot. I bought it during the big Steam Christmas sale of 2011 just as everybody else with 70 spare dollars was getting into Skyrim. But that’s the great thing about single-player games; who cares when you play them? Continue reading