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DescriptionFace of Mankind is a futuristic "sandbox" MMO/FPS with a heavy focus on roleplay. The game bills itself as completely player-driven, and (with the exception of hostile aliens contained on one world) features no NPCs of any kind. The guard patrolling the street, the receptionist at the corporate desk, the commander giving you your assignments, and so on, are all live players.
Players can join one of eight factions including law enforcement, military, rebels, peace activists, and competing corporations. Every faction is player-run, and its leaders are generally given a free hand to establish their organizational hierarchy, activities, and goals (supported by in-game tools). For example, a military leader may set up a raid mission on enemy territory, a police chief may set up a guard point, and a corporate leader may set a manufacturing quota for a particular item. A player in that faction may elect to take that posted mission, and as long as they participate or meet the stated goals, they will receive the item or cash reward the leader has assigned to that mission. Players can also create "departments" within their factions, which act similarly to guilds, but still take overall orders and goals from faction commanders.
The economy is similarly player-driven. Resources are mined by players at specific terminals, and sold on the marketplace or placed in faction storage. Crafters purchase the materials and use fabrication terminals to create every item in the game - clothing, tools, armor, guns and the ammunition to fire them. Players can purchase these items for credits at marketplace terminals. The quality of a final item is decided in production, and can be "low" "medium" or "high." Higher quality items require more high-quality resources, and generate fewer items per manufacturing run. Certain items (such as illegal drugs) can only be crafted by one of the factions.
The game can be played in either a first or third-person view. Combat has more in common with action games than typical MMO fights. Characters aim ranged weapons with the mouse and pull the trigger with a click. There are no background stats affecting the chance to hit, only the player's own aim. There are also no levels or combat skills, so a player's relative strength is dictated by the quality of the armor and weapons they can afford. XP earned by doing missions only unlocks advancement within the player's faction, and does not improve any aspect of their character. Any items carried on a player (i.e. not in storage) are dropped in a backpack when killed, and can be looted.
Rules are enforced entirely by the players. Certain activities (killing neutral/allied players, hacking, carrying illegal drugs or weapons) can generate "Penalty Points." Members of the law enforcement faction can scan other players for contraband items, or to see their current Penalty Points. If high enough to warrant attention, the police may use non-lethal weapons to knock the offender into a stunned state, then arrest them.
Arresting a player sends them directly to an in-game penal colony, where they must do missions to pay off their Penalty Points, or try to avoid the player guards and escape. Faction leaders can also assign penalty points and other punishments (such as demotions) to players that break the internal rules of that faction. Egregious player-killers earn a "Most Wanted" status with various penalties attached, from being bounty hunted without repercussions by any other player, all the way up to permanent death if killed.
There are thirteen areas in the game - three Earth cities, nine space colonies, and a spaceship acting as a headquarters for the military faction. Control terminals scattered around the maps allow for coordinated players to take control of a world. Different planets feature different resources, as well as a different visual style. In fitting with the roleplay focus, many cities have purely decorative areas (such as hotel lobbies, restaurants, or briefing rooms) that serve no purpose beyond offering interesting gathering areas.
As of December 29, 2009, Face of Mankind is free to play with limitations. Free accounts cannot own apartments, have limited storage space, a limit to how high they can rank in a faction, and cannot produce the highest quality items. A "premium" account with monthly pricing removes these restrictions.
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|DemoNews.de||Jun 27, 2006||84 out of 100||84|
|Gamezone (Germany)||Jul 10, 2006||7.5 out of 10||75|
|Onlinewelten.de||Jul 25, 2006||71 out of 100||71|
|Looki||Aug 31, 2006||57 out of 100||57|
|4Players.de||Jul 14, 2006||52 out of 100||52|
|GameStar (Germany)||Jul, 2006||37 out of 100||37|
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DevelopmentFace of Mankind had a long beta process with closed Beta testing starting in April 2004, and Open Beta starting in February 2005. The second phase of open beta testing which brought about the use of the Jupiter engine and new character models started in December 2005 until March 23, 2006.
DDoS attackThe official game portal was hit by a series of DDoS attacks during the month of May 2007 which made it unavailable to players. The initial perpetrator, an English teenager upset with actions in the game's forum, was eventually arrested after an investigation by the Scotland Yard Computer Crime Unit but further attacks also occurred. They were cited as playing a part in the eventual closure of Face of Mankind as a financial venture on November 2, 2007.
ExtrasThe 2009 Nexeon re-release includes a 40 minute tutorial video in the installer package.
Information also contributed by BurningStickMan
Related Web Sites
- Face of Mankind (Official site with client download)
- Face of Mankind Interview (on GamersHell.com)
- Face of Mankind Wiki (Detailed Wiki for FoM)
Scaryfun (17977) added Face of Mankind (Windows) on Oct 03, 2008
Credits (28 people)
Touchdown Entertainment Inc
Ringtail StudiosCharacter Animation:
Virtualform GmbHMotion Capturing:
Metricminds GmbH & Co KG, Nele van DeykObject Modeling & Animation: