One of the bigger surprises that we had at E3 was the playable demo that Sony Online Entertainment had for The Agency. While the demonstration restored our faith in the project, we still had a few questions that we had answered at the 2009 Fan Faire. We spoke with Senior World Designer Kevin O'Hara to gain a deeper understanding of what this game is all about.
ZAM: Can you just give us a little bit of information about the three different classes, or archetypes, that exist in the game?
Kevin O'Hara: Sure; we've got three major roles and they are combat, stealth and support. They are about the different things you want to do as a super-spy in the game. Combat is all about taking more damage and being able to deal out a good amount of damage - really getting the enemies looking at him. Next is stealth. Stealth is, of course, about sneaking around, taking on guys from a long range and getting the lay of the land for the rest of the team. And then support, of course, is about helping out as much as he can. In this case, we've got a shotgun for him so that he doesn't have to be the most accurate guy in the world, but if anyone comes up close to him, he can definitely take them down. He can help revive other characters if they go down in combat, and he's got a number of things, tactically, that he can do to keep these guys alive and keep them informed of the situation. In this case we gave him a special item called a 'Martini Bomb" that he would have gotten out in the field somewhere, or he had an operative build for him. The "Martini Bomb" is a device that, when he shakes it up (shaken, not stirred!), he can throw it and it emits this icy concoction that covers the enemy and freezes them in place. In this way, he's supporting the team by holding the enemies in place. If you've got a lot of enemies, he might be the one saying "focus on these guys first, I'll keep these guys busy."