

Each soldier class performs vital functions that interconnect with one another, resulting in an asymmetrical balance that necessitates communication and cooperation. Only one player can fill a class role in a given match, and AI-controlled squaddies take over when the player count is less than four. Keep it together. There are four soldier classes to field in each Intercept match: Assault, Marksman, Medic, and Tactician. Victory is a matter of reaching a host-determined point total, through both combat and keeping a hold on beacons. In functional terms, each match amounts to a mission, with the player-controlled VSA squaddies working together to maintain control of three beacons - labeled A, B, and C - as Helghast forces, managed by an AI “Commander” (not unlike Left 4 Dead‘s Director) pour in from all sides.

The intel troops are operating behind enemy lines on a mission to steal vital information from the Helghast and then transmit it back using a series of hacked comm beacons. The premise sees four players taking control of the same Vektan Security Agency (VSA) squad encountered in the main game.

Story/ConceptĪnother side of the war. Story serves primarily as a framing device for Intercept, which finds its closest comparison with the sort of wave-based survival modes that pop up in modern shooters. We spent s good chunk of time playing Intercept at a recent Sony event, and the overall impression is positive.
