10 Six is a Persistent World Online RTS game featuring an evolving story of power, conflict, and wealth with a science fiction motif. The title refers to the game's capacity to host 1 million (ten to the 6th power) online players. The game requires a 3D card to explore the hills and plateaus from first, third, and top-down perspectives. Mutual Defense Networks offer players some base protection while offline and assistance in attacking enemies while online.
A planetoid, known as Visitor, has entered the solar system carrying "transium," a new power source. Four major corporations (ToyCo, Extreme, BruteForce, and Infrastruct) are recruiting claim jumpers to settle plots of land, mine transium, and take control of enemy camps. Players are aided by programmable, indigenous life forms, called "jitters," that can morph into items, buildings, and vehicles to further company conquest plans. The UN oversees the whole operation and offers rules of engagement and safe havens where clandestine plans and shady deals can be hatched.
Each corporation can modify a unique variety of vehicles with armor and weapons to match the company's style. Thus, as the name implies, BruteForce excels in heavy weapons and tanks, while ToyCo provides specialized contraptions for a balanced offense and defense from their initial entertainment gadget line. Additional "jitter packs" can be purchased with in-game currency or on the black market with real world currency.
The daily online mayhem of mining and combat is hosted by Segasoft, Inc. along with special events like Jitter Hunts, Skirmishes, Rover Wars, Conquer the Camp, Take out the Turret, races, and mazes. UN news reports reflect changes to the game's storyline as shaped by the players' actions, providing addition atmosphere for jayhawkers looking to strike it big in transium.
10 Six offers a free two-week trial period before charging subscribers $9.95 a month. Extra months of service can be purchased at a discount.
~ Christopher Allen, All Game Guide
Roots & Influences
10SIX was shut down on May 31, 2002.
~ All Game Guide
Review: Overall
The avalanche of online role-playing games has spawned a number of RPG worlds with few distinguishing qualities. Some argue that apart from minor cosmetic and gameplay differences, there really isn't much to distinguish EverQuest from Ultima Online or Asheron's Call.
SegaSoft, Inc. tries to break away from the pack while still cashing in on the online trend with 10SIX, a persistent online real-time strategy game. While blocky graphics and minimal sound effects dull the experience, the worst problem is the lack of things to do while waiting between the short bursts of unfulfilling action. The loading screen for 10SIX pretty much sums up the totality of game: "Own, Mine, Defend, Attack, 24/7".
An object has entered the solar system, a planetoid with a new fuel source known as transium. The mad dash to stake claims on the planet is spearheaded by four major corporations: ToyCo, Extreme, BruteForce, and Infrastruct. Each company has its own style of technology and philosophy of conquest. Up to one million players can log on and seek their fortune for the good of the company of their choice. Such a crowd of treasure seekers invariably leads to conflict, the heart and soul of 10SIX.
Unfortunately, at the time of 10SIX's release, real-time strategy games have become mostly tired and worn, and the game is yet another example of how the genre needs a rebirth. Transium is a glowing green crystal so similar to Command & Conquer's "tiberium" that a lawsuit seems inevitable. There is no skillful subterranean mining involved; transium sits on the surface waiting for a mine to be plunked down on top of it, similar to the metal collectors of Total Annihilation.
Tanks can be retrofitted with special armor and weapons leading to a variety of payloads, but there is no infantry, aircraft, or sea units. The first- and third-person views from the avatar's hover board are smooth scrolling and it is fun to jump from hills onto rooftops, but effective control of forces is best done from the top view. There simply isn't enough innovation to draw players away from StarCraft or Age of Empires II: The Age of Kings to the monthly subscription of 10SIX.
The game is dominated by blocky 3D tank and building graphics. Assault vehicles look like Fourth of July tanks with square wheels and flat textures, while buildings are mostly nondescript rectangular boxes with paddocks where formed "jitters" appear. Corporations are delineated by color and logos but have no interesting futuristic designs, no sleek curves, and no individual corporate-centric building facades. There are some really nice rare "jitters" that form into animal-like vehicles, but not enough of them. The landscape is mostly pixilated slopes that serve adequately for fields of battle, but lack indigenous creatures roaming about, weather effects, and different land types, such as forests or swamps.
What hurts the game the most, however, is the fact that the RTS tank skirmishes last from 3 to 30 minutes, before restarting. There is constant action and a player who gets thrashed can come back and win the next game. 10SIX fails to capture the feeling of frantic building, defending, and attacking all at once. The movement from short-term action to long-term amassing translates into hefty waiting periods.
You'll find yourself wishing for something else to do while the transium builds up enough to sell off and buy new "jitters." In other online games, you can run shops, explore, find discard cash, chat, write character descriptions, fight solo, and so forth. In 10SIX, you can chat with other players, although Mutual Defense Networks (MDN) usually limit interaction between players of different corporations. There is no soloing, as the overpowering numbers require you to join a MDN as soon as possible. The worst infraction is the lack of individuality -- players are truly cogs in the corporate machine.
Sounds are limited to cannon shots and explosions. Where is the rockin' soundtrack? How about some ambient background noises besides the hum of the perimeter fence? Again, there are many missed opportunities to immerse the gamer in the 10SIX universe.
The game-inspired UN news stories try to alleviate the facelessness, but elite players tend to control the headlines. Real-time strategy players seeking like-minded partners for an extended campaign of online marauding might enjoy the leveling and building of the ultimate HQ. Yet the slow economy and even slower action will hamstring a large portion of the genre's fan base. Perhaps hard work and committed climbing up the MDN corporate ladder pays off in a rewarding gaming experience, but the majority of players will never realize that accomplishment in the two-week free trial period.
In the end, only the most dedicated fanatic will continue to pay for months of disappointing gameplay. 10SIX is a bold experiment to provide an alternative to the online parade of elves and goblins, but is limited from the start by the nature of the genre, only to be further hampered by bad implementation.
~ Christopher Allen, All Game Guide
Review: Enjoyment
There is really little to do other than chat and attack. Economy is slow as is leveling. There just isn't enough depth to draw and keep interest, and the monthly $9.95 fee isn't helpful either.
~ Christopher Allen, All Game Guide
Review: Graphics
The building designs are uninspired. Blocky tanks and blotchy landscapes need overhaul. Animal vehicles are among the few interesting units.
~ Christopher Allen, All Game Guide
Review: Sound
Sound boils down to simple cannon, laser shots or the hum of an electrified perimeter fence.
~ Christopher Allen, All Game Guide
Review: Replay Value
Continuous battles rage day and night, offering players many chances for glory. Unfortunately, simply fighting battles gets old; more events or challenges are needed.
~ Christopher Allen, All Game Guide
Review: Documentation
A very good in-game help file gives you something to read during the slow times. U.N. reps are nice and will answer questions.