The Monster DUST 514 Beta Review

The promise of a first person shooter set in the EVE universe intrigued the hell out of me when I first heard hints of it being developed. While the EVE story is currently told through the adventures and shenanigans of its players, there is always the backdrop of the universe the game is set. Players now have a way to walk around in that backdrop, and do what EVE players do best: find some like minded folks, and go kick over the sand castles built by others.

Important Notes: This writeup is about my own experiences in the beta period of DUST 514.  Also, I don’t have a capture rig for my console, but luckily my spanky new TV has a mobile app that lets you scrape off screenshots. They’re highly compressed, so sorry about the screenshot quality. Better than a wall of just text, though. 

Rising to the Challenge

Lets get this out of the way right now: if you’re used to console shooters like Call of Duty or Halo, this is a game that is half shooter and half micro-economy. You will lose your assets and have to earn them back. Winning nets you greater rewards than losing, and both outcomes have effects in the worlds of both DUST 514 and EVE Online.

It’s compelling and ambitious, so lets get into it and see if there is is finally payoff to be had. This will be a pretty descriptive article on DUST 514, one from the perspective of someone who has been playing EVE Online since its beta and as someone who is both a PC and console gamer (though the PC is where my gaming heart always lies). I hope everyone can get something out of this and be able to make the decision of whether you want to try out DUST 514.

The Install

DUST 514 is a free-to-play PlayStation 3 exclusive, which means you will be having to download it from the PlayStation Store. PSN download performance has never been stellar, so expect to walk away from your console while you gobble this one down (currently DUST 514 clocks in at over two gigabytes). Once this is done the game will probably update its data files after launching, and I think this is CCP’s way of getting around massive client updates.

It’s all pretty painless for the most part. And free.

Getting Your Bearings

Character Creation

Assuming you’re patched and ready to go, character creation is nowhere near as complex as EVE’s, but it doesn’t really need to be. This will become apparent as we get more into skills later. Choosing your race, sex, and profession yields you an initial set of skills and a specialized starter fitting, so its probably best to read the descriptions. That being said, your gameplay path is not set in stone here, not by a long shot.

Mercenary Quarters

After some introductory videos you will be dumped in to your mercenary quarters. This is your home base, with various physical implements to shop, play with your gear, etc. This is entirely window dressing on all the features that are on the Neocom, accessible via the start button, which you will probably use exclusively rather than the terminals in your quarters. It’s just faster and easier.

The Neocom is your one-button access to features that help you find battles, manage your character and gear, find a corporation to join, and more. It allows for quick access to all of these features without forcing you to mess around with a giant pile of nested menu options.


The equipment you can use in DUST affect your role in combat, and skills affect what things you can use. If you want to use a shotgun, you need to have the shotgun skill trained. The skills Neocom menu item lets you browse what skills you have on hand and upgrade them to a maximum of five levels each. To start out you will have enough skills and infinitely reusable gear to get you into combat right away, but it pays to plan your route a bit by taking time to manage your skills.  You acquire skill points passively (around one point every four or five seconds), and get a few thousand each match you complete. You can then spend your acquired skill points to increase the level of skills you own, making gear more effective or unlocking your ability to use more things. Each skill level is progressively more costly to upgrade than the previous one.

This can seem initially a bit complicated if you’re not used to EVE Online’s way of doing things, but the concepts here are straightforward. You level up prerequisite skills to enable other more specialized ones, which opens the door for more powerful gear and abilities. It’s simple, and works well here.

Shiny New Things

If you’re looking to spend some of your initial cash on new items, the Market browser lets you do just that.  I found it useful to hit the Market first and see what’s out there, in order to help plan what skills I would eventually level up. there are several categories of items to choose from, including weapons and dropsuits, modules for your dropsuits such as armor and shields, and various support items like grenades, repair guns, and the like.

Market Main

It’s worth noting right away that if you’re looking to try things out without investing skill points, the Militia section of the market has a pile of mediocre gear that requires no skill levels to use. It was handy to buy a few different variations on equipment types so I could settle on a particular path with little or no investment, other than the game’s common currency ISK which is rewarded upon completion of battles. In this way, playing the different combat roles is accessible and cheap for the starting player. You won’t be as effective as someone who’s invested skill points and cash, but you can at least see if something’s right for you.

The Market browser contains a ton of hardware. Often, a category of items will include advanced and experimental versions which cost more ISK or even Aurum (AU), the game’s spacebucks you buy with real world money through the PSN store. If you spot a blueprint version of an item, that means you effectively have infinite numbers of that item in your inventory. Otherwise, everything will have to be bought individually for you to use.

Keep this particular fact in mind. If you want to use something you have to buy it with currency of some kind, in-game or otherwise. Replacing items you’ve lost in combat will cost you.

As with any free-to-play game, microtransactions are here.  You can exchange real world money for Aurum and use that to purchase some items that may give you an advantage in some situations. It’s not really pay to win though, and some of the paid dropsuits look really neat. Nothings terribly overpriced, so if you’ve dropped a few bucks in games like Planetside 2, expect the same style of purchase prices here.

Suiting Up

The Fittings menu item in your Neocom is the place to go to get your gear ready for fighting. Each fitting starts with a dropsuit, providing the base statistics platform you will work off of. Dropsuits provide high, medium and low slots for equipment, powergrid and CPU to run those equipment, as well as weapons and utility slots for guns and gear. The Fittings section lets you throw together the gear you own into what are effectively templates, which you can name what you wish for quick identification later.

The dropsuits generally follow the racial specialization formula that is present in EVE, though this does not always preclude you from mixing suit types with weapon types:

  • Caldari Assault – generic trooper, usually uses assault rifles
  • Gallente Scout – squishy trooper, usually uses sniper rifles
  • Minmatar Logistics – de-squishes other troopers through heals and revives
  • Amarr Heavy – non-squishy trooper fond of weapons the size of other players

Dropsuit Fitting

This is also the place you come to restock your fittings, spending your hard earned ISK to make sure you have enough gear lined up to fight with. Again, dying in combat means losing your stuff. If you’re investing in expensive dropsuits and expensive gear to go along with it, expect to lose a lot of your match earnings on replacing them.

No matter how you went through the character creation process, you will end up with several starter fittings.  These will cover off some basic combat roles, and also don’t deplete in combat. Consider these your go-to fits when you don’t want to risk purchased equipment.

Getting a new dropsuit ready for combat is a straightforward affair once you get used to it.  Remember that you need to actually have an item in your possession in order to fit it the first time, so you may find yourself running back and forth between the fittings and market areas to buy various items and experiment with fitting them. If you find your dropsuit just barely doesn’t cover the powergrid or CPU requirements for something, the market sells items which boost those stats, as well as skills that reduce the requirements of items. There’s definitely some complexity here that should keep you busy once you start delving in to your own customized dropsuits.

Along with dropsuits, this is also the area to manage your vehicle fittings.  Similar mechanisms apply to vehicle fittings, which are configurable with a plethora of turrets to blast at your enemies with.

Lets Fight

Ok, we’ve danced around this long enough, time to go shoot some things. Heading to your Neocom you will find the Battle Finder, where you will be able to pick a battle type to take part in. At the time of this writing only Ambush and Skirmish types to choose from, the former being basically team deathmatch, and the latter being what we normally see in other shooters as conquest mode.

Battle Finder

Skirmish is by far the most interesting of the two, where each team drops to the surface from a Mobile Command Center (MCC) hovering over the surface of the battlefield. They then fight over capturing control points on the map.

After picking a match you won’t have long to wait, I’ve never had to wait longer than 30 seconds to get into a match. Sometimes you’ll join one in progress, but that’s fine since it keeps you from waiting around. You’ll usually end up in a kind of briefing deck in orbit of the planet you’re about to fight on.

Waiting Room

It’s a nice touch, letting you check out the armor of your compatriots and get some last minute fitting tweaks done before the fight starts.

You start by picking a spawn point to show up at — to start you’ll usually have one or maybe two. This is where you will select one of those fittings you worked on earlier, and head to the nearest control point.  Holding down the circle button starts a hacking timer, eventually flipping the control point to your side and it will begin firing cruise missiles at the enemy MCC.

The enemy team is doing the same thing of course, and thus begins conflict where you win by one of two ways: kill all the enemies depleting their clone reserves or keeping control of the majority of control points, blowing their MCC out of the sky.

Orbital Strike

Speaking of the sky, it frequently becomes your enemy in DUST.  The much touted orbital bombardment shows up from time to time, and being on the receiving end results in a very brief demise. It’s an awesome area denial tool, and if timed right can pave the way for a well timed assault to follow.

I was expecting more of an epic sense of occasion when one of these happens, but sadly all you get a strange tone (the louder it is the closer the strike will be to your location) and suddenly things start exploding. Now I’m not saying there has to be some sort of insane effect like a Final Fantasy Bahamut summon, but for all intents and purposes this is basically like a hugely powerful bunch of grenades going off. Given it represents the purest sort of EVE Online vs DUST 514 player vs player interaction, I was expecting something more epic — more Michael Bay, less Stephen Soderbergh.

If you’ve played deathmatch modes in pretty much any other game, you won’t be surprised about what’s on offer for DUST’s Ambush mode. It’s as generic as it gets, with a shorter respawn time than Skirmish, and semi-random respawn locations that you can’t pick from. It’s faster than the Skirmish mode, but nowhere near as enjoyable.

On Combat

Combat in DUST is fairly unique to the shooter genre, but not completely for positive reasons. Dual stick controls have always been janky, and most of the big games out there like the two I mentioned earlier go to great lengths to force the game to operate well with the tools you’re given. DUST tries its best, and even gives you some adjustable settings to help with the sensitivity of each control axis, but the reality is this: you will be fighting the controls the majority of the time you play this game.

You will find you are either adjusting your too slowly to be effective at close or medium range, or far too rapidly to be able to finesse the sniper rifles. I’ve seen two teams of six empty clip after clip at each other and achieve nothing measurable, mostly because the casualties ended up being the sky, walls, and ground.

A keyboard and mouse would help here, and DUST 514 certainly supports the addition of those as controllers. But lets be real here, the vast majority of PS3 players are more likely to charge up their Move controllers than plug in a keyboard and mouse. I can’t fault CCP for giving the options for controller options, it’s certainly a plus.


I also hope you like grenade spam and bunny-hopping, there’s tons of both of those here even though most modern shooters have found some way to mitigate both in some capacity. With DUST 514, both techniques are effective, and thus widespread enough to make your eyes roll.

It’s also becoming apparent that certain weapons are becoming extremely popular due to their deadliness, and I think these problems with the combat controls are helping with that.  Heavy machine guns turn the wearer into a walking minigun, eschewing actual accuracy for dumping a wall of metal at enemies. If you don’t have one, you’ll need two extra buddies to soak up the incoming rounds with you and pray you can out-damage him. And if I had a nickel for each time I’ve been killed by a GEK-38 assault rifle I’d be able to retire — hell, it’s #5 on the top list of PSN store purchase for DUST, if you don’t have one good luck soloing a player who does. Lets not mention getting one-shot-killed at range by a shotgun.


There’s a couple of reasons why this kind of stuff matters with DUST.  Death means a few things for you here. First, you’ve just lost your entire fitting — dropsuit, guns, modules, you name it. If you’re not using one of those starter fits, that death just cost you an entire fitting you will now have to restock when you’re back at your mercenary hideout. Second, As your character lays on the ground listening to his dying heart beat slower and slower you realize you could be doing something right now — oh yeah, respawning.

You could wait around for a team member with a nanite injector to come along to revive you, but it’s a crap shoot whether anyone will even notice your revive icon on the map and bother to help you out. I frequently play as a medic, and nine times out of ten someone choose to respawn when I’m two feet away with nanite injector in hand. A revive won’t cost your team a clone so if you see the little blue dots on the minimap winning over the red ones you should probably wait around and save yourself some time and in-game money.

Respawning is an unacceptably long experience with DUST 514: you’re looking at around a minimum of 20 seconds (yes, I’ve timed it) between that bullet that put you down and stepping back on the Skirmish battlefield as a new you. The sequence goes like this (times approximate, of course):

  1. you get shot
  2. you fall to the ground
  3. the option to respawn comes up
  4. you pick to respawn, whiny music plays, the game fades to black
  5. the game loads the big map for you to select a spawn point
  6. you pick one, and get a ten second spawn timer (at this point you’ve already been out of the action at least that long anyway)
  7. the game slowly loads you back in and if you’re lucky you weren’t just killed before you could move your ass to cover

What will really make you laugh is when you’re down to one second on that ten second spawn timer and someone successfully hacks the control point you were trying to spawn at: because that cancels your spawn and you have to pick a new spawn point, with a new ten second countdown. I can see why they chose to do this, since capturing a control point makes you a complete sitting duck and having the entire enemy force spawning around you is sub-ideal. Even with that being said, the pacing seems way off the mark.

Vehicle combat is present here as well, which you summon to the battlefield by pressing one of the D-pad buttons and selecting one of your premade vehicle fits. Coming up against a battle tank alone with your assault rifle results in a quick death, which is as it should be. Dropships can be used to deal aerial death with your friends manning turrets, and quick light buggies can be summoned up to get you around the maps faster.  Vehicles don’t seem overly off balance, since a few smart folks with swarm launchers can end any serious threat.


When the stars do align and you find yourself with a group of like minded individuals, you can pull off some great moments of assaulting and capturing, but overall these are pretty rare unless you show up with a premade squad of friends. What would help for this is a system whereby you can designate attack/defend orders for your squad members, which give bonuses to XP when performing actions in that area.  This is actually in the game, but I’ve only ever seen it used twice and in both cases the individual set a defend order on himself. The 256-player shooter monstrosity that was MAG pulled this concept off much better than DUST does, resulting in gameplay that is far less like chaotic gang brawls and more like an organized ground war.


When one side wins, the game tallies up the rewards. You’re given a bunch of skill points to go into your unused skill point pool for later spending, and a pile of ISK as well. How much you’re given depends on how much you participated in the battle. Damaging enemy assets, shooting enemy soldiers, capturing control points, etc. all go towards giving you extra rewards. If you do really well, you may also be rewarded with items such as vehicles, guns, etc. that you can use later. Some of these are rare, and I think only come as battle rewards.


If this seems like an overwhelmingly negative review of the combat in DUST, consider that as a free-to-play shooter the only reason for you to continue playing it is the combat experience.  There’s a lot of rough edges here which I hope are smoothed out as the game progresses out of beta.

The Presentation

I have to talk about the framerate first, because this is one of the biggest gripes I have with DUST 514. There are times when things are smooth, but those times are usually when my mercenary is alone in the corner of his quarters doing nothing but staring at the wall. In combat, the game has a horribly inconsistent framerate, dropping well below 30fps frequently. This is absolutely horrible for a first person shooter, and is worth getting out there for those expecting to immerse themselves  a butter smooth EVE FPS with a high level of graphical fidelity. Count on it affecting your performance in fights.


It’s not for lack of trying, though. Level designs are monstrous and open, making good use of terrain and buildings to encourage flanking or distance-based tactics while others go in for close range. Ambient light is reflected in surfaces well, and one fight I had on a world with a deep red sun had a great ominous feel as our armor all took on the extra sinister color. But the grand scope of the environments comes at a cost of overall fidelity, and close scrutiny will reveal that.

Dropsuit and vehicle designs are pure EVE Online, drawing effectively on the racial design language developed over the years. They’re almost impossible to discern at a distance, but up close the designs are distinct.

The sound design of DUST has some excellent moments. The voiceover work of the female announcer adds some really cool sci-fi ambiance to any moment of the game. It can get incredibly repetitive during fights where a lot of captures are happening as each attempt  and success/failure is announced, but it sounds cool and helps with situational awareness. Most battle sounds are good, but a lot of the gun sounds are incredibly limp. The assault rifles sound like slowly pouring a pack of toothpicks onto a tiled floor, and even though sniper rifles are the size of a cell phone tower they sound about as powerful as a Nerf dart gun.

There’s actually so little oomph to the game’s audio that my subwoofer went to sleep. I’m not kidding at all, it basically gave up waiting on there being enough bass to trigger, and went into power saving mode.

It has already been announced that an update to the game’s audio is planned that will improve upon the sounds that are currently in the beta version. I’m hoping CCP delivers for those of us LFE junkies out there that invested in their home theater audio hardware.

Overhead Map

Overall, the presentation disappoints in a lot of critical areas. The framerate is a critical issue, and it’s entirely obvious that some concessions have been made in order to realize CCP’s grand vision.  The platform is most likely the issue, as the PS3 takes considerable know-how to be able to crank out high quality visuals.  Even the most knowledgeable developers often end up with a final product with sub-HD internal rendering resolutions or godawful textures.


It goes without saying that even though the NDA is just now being lifted the game is still in beta. All of the above is likely to be balanced, improved, tweaked, etc. However, having owned a PS3 since its launch, I have very little faith the game can and will be brought to a state that it needs to be in order to worth a long term investment of your time. This whole business isn’t meant to bash the game or the efforts put into it, I’ve been itching for DUST to be a quality experience since day 1. In its current beta state, the game has serious flaws, and resolving those is going to take considerable effort.

Marketing screenshots for the game show a hell of a lot more detail than is present in the game we’ve been playing thus far. I have a sneaky suspicion that CCP is, as usual, not putting its eggs in one basket. A move to the PC would be one that most EVE players would be interested in, and games like Planetside 2 have shown there is a market for a capable sci-fi free-to-play shooter. With new consoles just around the corner, CCP will have to migrate DUST to a new platform soon, or the game is destined to be a ghost town by this time next year.

If you’re looking for a different way to experience the worlds of the EVE cluster, then by all means give this a whirl. EVE lore doesn’t quite feel as alive here as I’d prefer, and the experience certainly suffers for the choice in platform, but the technological achievement of linking the PlayStation Network with EVE Online is compelling. For me to wholeheartedly recommend this to anyone though, I feel that CCP has a lot of work ahead of it to get the whole experience streamlined enough.

As the worlds of both games are brought more in step with each other there will be interesting financial and combat opportunities for EVE players, and DUST players will be able to plan active role in what is arguably one of the most complex and fascinating universes in gaming.

Michael Lastucka

Also known as Winterblink in-game. Warp Drive Active's overlord.

  • Lason Rift

    There are some things I agree with you on, others I don’t.

    My main disagreement is with the audio, I think the audio is great. Weapons have distinctly different sounds, and massive weapons have massive sounding sounds. They could add a bit of bass to some, but they shouldn’t over-do it. You mention sniper rifles sounding like they’re oversized nerf guns, I disagree because in a sci-fi setting that weapon is likely using miniaturized railgun tech and that would probably sound different to what you would normally think. Just my take on it anyway.

    I also disagree with you about Skirmish being far more enjoyable, but that’s more personal preference than anything. I like to think about ways to defeat my enemy in individual engagements, thinking on my feet, spur of the moment type of thing. You seem to be more strategically minded.

    I do agree with you on Framerate and Controls. Framerate-wise, I’m not sure they could get much more out of the PS3, it just doesn’t have the horsepower to handle what they’re trying to do. Controls could be a bit better, but you run into the age old problem of playing a shooter with a controller. Shooters were really meant to be played with kb/mouse and you can tell in the performance of some players. Luckily I was able to pick up a cheap combo set at Best Buy for $40 and it’s working out pretty good.

    Otherwise, good overview/review =)

  • graham

    Bang on the money. In fact, you weren’t hard enough on it. It’s *shockingly* poor on all fronts

  • Chris

    Good review Winterblink!

    I agree 100% with the KB/M over controller comment… unfortunately, some things, like rotating a turret, are stilll easier on the controller. Therefore, I find myself with my controller right beside my keyboard, ready to be swapped to at a moment’s notice.

    They have already announced that they will be updating the audio, so hopefully that will be sorted out soon.

    CCP seems to be taking the micro-updates route with regards to improvements to Dust… they make a couple of smaller patches on a weekly, sometimes daily basis. Their general intent seems to be that they want to get a game out and have it working… then make improvements and changes bit by bit. While this sucks at the beginning of the process, this will improve week by week, and it won’t take too much longer until there is a much improved product out there.

    For example, they changed the fuse times on grenades, which hopefully will reduce spamming. They are going to make minor changes to the skill system (cap), and I’ve even heard whispers of a graphics update.

    I can only guess they wanted to get maximum load on the game, and ported over to TQ, before making what amounts to cosmetic improvements in many cases.

  • Hasham

    CCP just announced a friend referral program for Dust where people signing up via a link get a free Recruit Assault Rifle and Skill Booster. Lots of fun to be had.

  • Rizmordan

    Good writeup.

    Add’t things I was thinking of…

    1. No CONCORD! \o/
    2. Graphics aren’t awesome, but the combat is excellent (meaning if my aim is true I will hit my target).
    3. It’s based on shields and armor, once those are gone you’re dead… which is excellent I might add… no blood splashed or flashing red borders to tell you that you taken one too many rounds to your body and you need to rest and heal (CoD, Battlefield, etc).
    4. The market needs to be fleshed out a bit more like EVE.
    5. Ambush is faster paced thus takes half the time of Skirmish and gives similar rewards (SP is a bit less). I die more in Skirmish (because i’m more focused on holding objectives and winning rather then killing and trying not to die) so it ends up being more expensive for me to play.
    6. Weapons seem fairly balanced. With my HMG I have had to alter my tactics to counter the advantages of other weapons such as using cover to negate the advantage of an assault or laser rifle. I also use map features that take advantage of my weapon (closing range, using cover, etc).
    7. SP is similar to EVE in that you really can’t grind out too much, there’s a cap… and for passive gamers you earn SP while you sleep (bonus: you dont have to set skill training)

  • coppertopper

    Thank you for this – seems a very fair review. The strengths appear to be the skill system and losing gear – something no other shooter has done. Unfortunately the weakness is, well, the entire gameplay concept. If I want a great round based FPS then its Battlefield all the way.

  • Pimp Mac Daddy

    The game will never have a name. The Game is to imbalances and to complex for most people. I would have to give this game a 3/5

  • KitsuneSenpai

    Pimp Mac Daddy is correct, except for his score. Shooters have become progressively simpler and I for one was bored by the time Halo 2 came out. Now finally after 10 years of lack luster titles we finally have a good strategic FPS, with not quite the complexity of eve but still lots of depth, something first person shooters haven’t seen in a decade.

  • JimmyBond

    Fair review but the recent Skill Point cap has made the game even worse, to upgrade high end skills you could be realisticly looking at months of grinding for one or two new skills.

    They have tried to get around this by giving you the option to pay real cash for passive and active boosters which top up your skill points, so much for a free game.

    Weapons in each category are more or less all the same, no real incentive to level up your skills given the fact you’ll need to grind for weeks/months to say unlock a level 5 assault rifle which is maybe only 10% better than a level one rifle.

    This game could be epic but I highly doubt it will catch on due to the overwhelming restrictions currently being placed on players.

  • Dante

    “2. Graphics aren’t awesome, but the combat is excellent (meaning if my aim is true I will hit my target).”
    NO WAY!

  • Ferndir

    “you will be fighting the controls the majority of the time you play this game.” Exactly and it’s one of the most important aspect of an FPS. Great review btw.

  • idom

    You critize that a lot of time, or some real cash, is needed for end-tier skills that do not add much over lower tier.

    To me this sounds like a perfect balance in a f2p?!
    That is: if you are really aiming for the high end/”endgame” you’ll have to invest time or support the game financially, but it still won’t make you overpowered enough to scare off potential new players.

  • Jack

    I agree with the review. I’ve played Dust 514 for a couple of days now. It’s so sluggish to move during close quarters combat. It’s almost impossible to get an accurate shot off while moving. I do like the maps. They’re excellent. I don’t care about whether they have the best graphics on earth. I care about gameplay. I could see these maps having great potential.

    The respawn times take too long. I get really sick of the screen popping up asking me whether I want to respawn or wait for help. They should do it like they do in BF3. If someone shows up to save you, so be it. If they don’t, you spiral right into the respawn sequence and rejoin the battle. It’s takes far too long to get back in the game and wastes time. Then you have to go back through and select your loadout yet again. Why? Just let me respawn with what I had before unless I choose otherwise! It’s way too many unnecessary button clicks!

    The greatest problem of all is the slowness of the character. It just kills me (literally in-game) when I’m in a close firefight and the guy just moves like an old man with arthritis compared to Black Ops 2. I know I can’t be the only one, because I seem to finish in the top 5 on my team usually. So the others at my level of relative noobish-ness must be having the same issues.

    Communications are a serious issue. Do they really think you’re going to type messages to team mates? They need to hurry up and add in-game voice communications like every other PS3 FPS title out there. These maps are huge, and therefore a lack of communications is seriously detrimental and creates an ‘every man for himself’ situation. This is not good when the game has an actual goal other than getting kills.

    I’ve found places in one map where the game freezes for a moment when the character walks around a corner. It happens without a hitch every single time, no matter what. So it’s definitely a coding problem. But it’s a Beta game so it’s an acceptable problem at this point. But the coding for all maps needs to be checked and double checked.

    This all being said, this game has the potential to be a huge success, or a total disaster. Gameplay mechanics need to be faster. My main issue, I know I’ve said it a few times already……the character needs to be able to move faster in close quarters combat.

  • Dave

    Could be a great game if they sort it out. I found hit detection to be poor and as posted above, movement is shockingly slow. Respawn times are daft aswell, you miss half the game if you die.

  • Jasom

    DUST 514 is the best shooter even in Beta on the PS3. Cannot wait to see the finished product!

  • Jerod

    I found this game to be incredibly frustrating. It completely lacked everything I was looking for. Unless they have some huge updates soon I will not be picking this game up anytime soon.