1.98 average rating based on 134 ratings
APB: All Points Bulletin (Reloaded) is a boring, unfinished game that adds nothing to the MMO-FPS genre. It is a generic GTA Online clone (in hindsight) with some innovative ideas and concepts, but was delayed, abandoned, rebooted and is now still underdeveloped and (in my opinion), dead.
Back in 2010, I followed a school friend of mine who was hyped for this game. I booted it up, had exactly one hour of fun, and then got annoyed by the glitches, unbalance and general broken and unfinished feel of this game. After this, I lost all interest and never played the game again.
In the core, this is just a Brink/Overwatch/Counterstrike game, in which two factions battle it out on a map. Only in APB: All Points Bulletin (Reloaded), the world is massive and you can free roam wherever you want. You complete missions and try to stop players from other factions to complete their own missions. You can earn cold cash and spend it on weapons, upgrades and cosmetics. Some cool concepts are mission in which the criminal faction needs to rob a store, and the enforcers to stop them. This concept has been done again in GTA Online, many …
APB: All Points Bulletin (Reloaded) is a boring, unfinished game that adds nothing to the MMO-FPS genre. It is a generic GTA Online clone (in hindsight) with some innovative ideas and concepts, but was delayed, abandoned, rebooted and is now still underdeveloped and (in my opinion), dead.
Back in 2010, I followed a school friend of mine who was hyped for this game. I booted it up, had exactly one hour of fun, and then got annoyed by the glitches, unbalance and general broken and unfinished feel of this game. After this, I lost all interest and never played the game again.
In the core, this is just a Brink/Overwatch/Counterstrike game, in which two factions battle it out on a map. Only in APB: All Points Bulletin (Reloaded), the world is massive and you can free roam wherever you want. You complete missions and try to stop players from other factions to complete their own missions. You can earn cold cash and spend it on weapons, upgrades and cosmetics. Some cool concepts are mission in which the criminal faction needs to rob a store, and the enforcers to stop them. This concept has been done again in GTA Online, many years later with heists, and here, it worked perfectly.
The whole idea of this game was to create a new, virtual world in which players can trade, fight each other, work together and have fun, but because of the issues and underdevelopment, the whole concept of the game failed fast in my opinion.
Graphicly, this game looked outdated and half-baked, even back in 2010. The open world concept was relatively new and the amount of room around you was somewhat incredible. The only problem was that it felt blend and lifeless. Just endless roads and all grey buildings, with some alleys here and there.
Sound wise, the game offered nothing special. Guns sound like pea shooters and the only redeeming factor here are the car sounds.
The controls and interfaces are a little confusing at first and take some time to get used too.
The biggest problem with APB: All Points Bulletin (Reloaded) is simply that it is too boring. It is lifeless, blend, empty and unfinished. When roaming around without playing a mission, it just feels so pointless. All the problems mentioned earlier play a big part in this off course, and it just a shame that this game, and all its innovative ideas for the future, did not come around. In the present time, games like GTA V took over and, in the future, GTA VI will do the same. This game falls short and will always fall short, no matter how many times it is rebooted and how much development will take place.
In the end, I think APB Reloaded was a nice attempt, but it failed miserably and is one of those games that get lost into obscurity.
I would still not recommend this game, regardless of its current state.
Alas poor APB, we knew you so little. I appreciated APB at the outset for being one of the first online games in North America to go with the PAY-FOR-WHAT-YOU-PLAY model of billing that had become a staple of the MMORPG payment method in Asia: You bought a chunk of game time, and when you ran out, ya bought some more. Which was really great if you only wanted to pop on a few times a week. Most people that did end up playing APB though I fear probably never got through with their free block of game time that came with initial purchase.
In the end, APB got a lot of stuff right. And a lot more wrong. Unfortunately whatever APB did technically in a decent way had some other negative side effect. The character generation was out-of-this-world awesome... however once that character was made, it looked nothing like what you had spent an hour or more creating inside the game world itself. The combat was fun and players seemed to have just the right amount of health, only the atrocious hit-boxes and lag that were commonplace in the game crippled the gameplay immensely. It also had the element …
Alas poor APB, we knew you so little. I appreciated APB at the outset for being one of the first online games in North America to go with the PAY-FOR-WHAT-YOU-PLAY model of billing that had become a staple of the MMORPG payment method in Asia: You bought a chunk of game time, and when you ran out, ya bought some more. Which was really great if you only wanted to pop on a few times a week. Most people that did end up playing APB though I fear probably never got through with their free block of game time that came with initial purchase.
In the end, APB got a lot of stuff right. And a lot more wrong. Unfortunately whatever APB did technically in a decent way had some other negative side effect. The character generation was out-of-this-world awesome... however once that character was made, it looked nothing like what you had spent an hour or more creating inside the game world itself. The combat was fun and players seemed to have just the right amount of health, only the atrocious hit-boxes and lag that were commonplace in the game crippled the gameplay immensely. It also had the element of driving a car around a city, which was kind of exhilarating for an MMO at the time, except that again because of lag/latency fears the limit on speed was practically that of sprinting on foot so that the server could keep up with the activity. The game also had compatibility and performance issues to boot. But even with all of that said... playing the next game by the makers of Crackdown, (...and the creator of Grand Theft Auto I and II actually heading up the company at the time) it was still largely more fun to play than it wasn't. But like most people that played it and had fun with it, I moved on rather quickly.
Hugely ambitious and with a great concept. It sucks that Realtime Worlds was disbanded after this. I haven't actually heard if the 'reloaded' concept ended up working out or not, I believe it is still going actually.