

What was impressive on iPhone seems like the bare minimum on a PS3. Domination doesn't have much of a hook as a multiplayer-only shooter. This control won't be to everyone's liking, but I much prefer the connection of direct pointer controls for first person shooters. The cursor movement is smooth and there's a nicely scaled acceleration for turning as you move your aim closer to the edge of the screen, something that Red Steel 2 did very well.

If you've played first person shooters on Wii, you'll be able to get up and running very quickly here. Domination also supports PlayStaiton Move, which controls quite smoothly at this point. Playing as a lonewolf without someone watching your back isn't a great approach. I died a lot being shot from behind, a function of a square map with inroads and nooks on all sides. The map design seemed to reinforce teamwork and planning. The map seemed well-made with a lot of different approach points and winding corridors to move around in, but I noticed the missile defense point spawned in the same location every round, which helped to made things predictable. If you die once, you're out for the round. In Boom and Bust you play as attackers and defenders, with the defenders hoping to protect a missile in the middle of the map long enough to get it launched. This was an abandoned Arabic town, again pretty small-ish and filled with lots of corridors, medium-sized openings, and nooks for defending. Next we tried playing Boom and Bust on a Middle Eastern map called Sandstorm. It wasn't rumblepit chaos and seemed to encourage a slightly stealthier approach that matched the slower pace of play. I played an 8-person game with 3 other live players and 4 bots. If you don't have enough players to fill out a match you can choose to fill out the player count with bots. L1 aims downsight, R1 fires, the circle button crouches, the right stick melees and the left stick sprints, and grenades are tossed with R2. The gameplay in Domination is a little more methodical than other shooters with a slower movement speed, shorter sprint bursts, and a slightly less twitchy aiming speed. It was an abandoned industrial compound with lots of narrow hallways, shipping containers, and cluttered warehouse spaces. I started playing Deathmatch in a map called Factory. It's an interesting twist that rewards veteran players with more options but it levels the playing field by forcing everyone to access those various levels of gun options with a similar amount of money. There's no perk system, but ranking up will give you access to purchase new tiers of weaponry. There's also an XP system that works like a much simplified version of Modern Warfare's. It's easy enough to spawn in with a pistol only and play stealthily long enough to kill someone and take their fancy machinegun before shifting gears. It's not quite as stressful as it sounds, with money given out pretty liberally for kills and big bonuses applying to headshots, which will get you $700. The penalty is that you lose the weapon you've bought each time you die.

If you're good enough you can just play with the pistol for a few lives and build up some cash to unlock the really powerful weapons. An interesting twist is that you'll be able to go through this process after every time you die. Your default weapon is a pretty weak pistol and everything beyond that will cost you. As you begin you'll be given $2400, which you can use to buy various weapons for your loadout. Before each session, players will choose to fight with one of two factions: Special Forces or Mercenaries - basically the equivalent of Red or Blue team.
