During a presentation about EVE: Vanguard—the MMO FPS in progress at CCP—lead product manager Scott Davis dives right into an interesting point about shooters. While he doesn’t explicitly mention it, you can tell he’s drawing a comparison to Call of Duty and other big-name shooters that crank out new games nearly every year. You put in hours upon hours into one game, only to have it seemingly reset, with all your hard-earned builds and strategies wiped clean. It’s a cycle many gamers are all too familiar with as one title morphs into the next reiteration.
CCP wants to change that. Their goal is to build something that feels more lasting, drawing inspiration from games like Destiny and Helldivers 2, with a plan to infuse it with the enduring universe of EVE. Davis animatedly points out, “We can take what CCP has done with EVE’s singular environment over the past 21 years and apply it to a shooter. We’re in a unique position to redefine what an MMOFPS can be.”
And you know what? After spending a few hours with the latest build of Vanguard over at CCP’s London office, I’m inclined to agree. The game is shaping up to be a solid addition to the world of persistent FPS games. The mechanics feel sharp and satisfying, the level design is stellar, and the graphics and sound design hold up against some of the best—like Destiny 2 on PC. This isn’t just an EVE tagalong; it’s built to stand on its own as a shooter.
The engine powering Vanguard, Unreal Engine 5.2, is certainly doing its part in bringing the game’s impressive visuals to life. But, as EVE Online’s game director Snorri Árnason mentions, it’s not just about looking good. It’s about fulfilling the gamer’s fantasy of being both the ground-pounder and the pilot—the whole package. Even the best triple-A games struggle to find a balance between impact and narrative depth.
Vanguard is designed to tie into the expansive universe created by EVE, offering players an experience that doesn’t require extensive EVE knowledge to enjoy. The term ‘EVE-curious’ comes into play, as Davis and the team aim to craft a more inclusive experience than the complex machinations of EVE proper. They’re conscious of making Vanguard inviting and approachable, wanting it to be a friendly gateway into this vast universe.
Sure, the development might seem leisurely paced. A year post-reveal, Vanguard is on its second major content update and still in pre-alpha. But this deliberate pace is part of CCP’s strategy to ensure the game’s foundations are rock-solid before piling on layers of polish. They’ve even abandoned the often problematic seasonal update model. Instead, they focus on building a fun, engaging experience even if it means shipping out updates with placeholder graphics and low-res textures.
Amusingly, early fans are embracing some of this placeholder art; for instance, a work-in-progress piece affectionately dubbed the ‘banana gun’ by some players. It’s a game built with player feedback, evolving alongside its community. That gradual development pace? It’s working in its favor, much like with the enduring appeal of EVE itself.
Davis stresses the importance of making the game for the players. He acknowledges that often players don’t know what they want until they try something out. So, CCP is actively iterating based on user interaction and feedback, continually refining the experience.
As for how Vanguard stacks up, it feels more rooted and persistent than the seasonal ebb and flow of a Destiny game, yet more controlled than the chaotic freedom of Helldivers. Even among a modest group of early adopters, distinct playstyles are emerging, from multiplayer enthusiasts to those who love to solo, echoing the inclusive design philosophies of games like Final Fantasy 14 and Warframe.
Árnason reminisces about his solo escapades in WoW, drawing parallels with Vanguard’s player experience. There’s a choice to engage with the broader EVE ecosystem or simply drop in, upgrade weapons, and progress without all the complexity. Davis explains how they’re redefining what ‘MMO’ means in today’s gaming landscape. While they aren’t trying to pin down a strict MMORPG path, they’re observing and adapting to how live games engage players now, which is evolving rapidly.
To CCP, “MMO” encompasses not just scale but incredible depth. Players can make an impact, even silently; case in point, contracts in Vanguard might come from other players, illustrating interaction without forceful engagement. This sandbox-style synergy, as both Davis and Árnason emphasize, is the heart of the MMO experience they aim to cultivate.
In an era flooded with forever games, CCP’s approach with Vanguard is refreshing. They aim to build a game that respects players’ time and offers a world where their efforts are preserved from the usual resets and shifts.
As for the future, Vanguard is a slow-brewing endeavor. It’s available to Founders now, with early access slated for 2025, and a full global release in 2027. If you’re eager to dive in, there’s an event happening at the end of November to snag an access code via the EVE Vanguard Discord. This might be the start of something big, but as always, it’s a journey worth the wait.