
Blue Mars has officially gone into open beta so I can now talk about it in full. So where to start?
First I need to say that I am reviewing a beta product. There are many bugs, which I wont discuss, and there are many missing elements I will discuss that I assume will get fixed eventually. My initial impression was not very good but I met with one of the admins in world and he says many of my concerns will be addressed in future releases as noted below.
What I can see now is the overall game plan of the admins. Could Blue Mars be the Second Life killer everyone is looking for? Short answer: no. Long answer I’ll address in a future post.

I decided to break down my review by looking at the various components I expect to see in a 3D Virtual World.
3D Graphics - So once you get past the avatar creation step (which I will talk about later) and pick a destination to visit, the first thing you notice is that Blue Mars looks fantastic. It is by far the most realistic 3D virtual world out there. I took a walk on the virtual beach and the waves and surf as it hits the sand is damn close to the real thing. You know how when you walk on a real beach the water gets repelled from your feet? They simulated that on the virtual beach. Lighting, weather, everything, just looks fantastic.
Avatars – Now here is where things start to get a little messy. The first thing you are greeted with is the avatar creator, and it is one of the least intuitive avatar systems I have ever seen. Trying to get your skin tone and eye color right is down right frustrating. Whats wrong with just letting us choose these options right up front? Then they have three different ways of adjusting your head and facial features, none of them are very good. If you play other 3DVWs I highly recommend going to “advanced” and using the good old slider bars. Even here, the slider bars seem to have a mind of their own.
The avatars were done by e-Frontiers a Japanese company that owned Poser for a while. Unfortunately, the adjustments you can make here are no where as flexible as Poser. They seem to have designed it to keep “fugly” avatars from being created, but at the same time make it difficult to make really attractive avatars as well.
Previously, I wrote an essay on what makes a good avatar: the looks of PS3 Home avatars, the interactivity of There avatars, and the flexibility of Second Life avatars. The avatars got the PS3 home looks down, but still lack the interactivity of There and flexibility of SL.
Another virtual world fan has a way to measure avatars from game to game by simply asking 3 questions. Can you get naked? Can you make your avatar look like yourself? Can you be something other than human? The answer to all 3 is NO! You can only look like yourself if you happen to be a petite 15 year old. Body shapes types and even heights cannot be adjusted at all. Apparently the reason for this is to make sure all animations work the same for everybody.
User Created Content - You can sign up for the development program to design original content for Blue Mars. They will give you some off the shelf tools compatible with the CryEngine2 platform, but it is up to you to figure out how to use them. All content has to be submitted for approval, and I have no idea how long that takes. Most of the tools that are available are very high end for 3D artists who know what they are doing. If you don’t know what a LOD is, you will probably get frustrated quickly. Considering how building stuff is a major component of all successful virtual worlds, I’m not sure how well this will go over.
This is a weakness of any platform built from “off the shelf” software. Second Life, There, and IMVU were designed from the get go with user created content in mind. CryEngine2 was designed for professional game developers, and most of us amateur designers, are likely going to find the process a bit overwhelming.

Stuff to Do – Blue Mars is built on a gaming engine, and thus there are a few games available. The first one I tried was a fly a hover ship (a helicopter without blades – this is set in the future after all) through a series of rings. Controlling the ship was so unintuitive that I did not bother with the game and just decided to fly around the scenery. There is a golf game too, which looks good but not as fun as dedicated golf games. I assume that over time there will be a lot more stuff to do. The Admins to their credit are giving all the tools they can to developers, its only a matter of time before people start making some really cool stuff.
Interface Notes – Things that need some work to make the game more usable and playable for typical players:
Avatar Movement - Your avatar can do two things, walk and run, and there do not seem to be any easily accessible vehicles to do anything else. Worse, moving around Blue Mars is frustratingly unintuitive. Movement is all based on clicking the ground and having your avatar walk to that point. MMORPG fans are used to this. ASDW keys do not work because of the need to type text, which is fine, but the arrow keys behave very weirdly. Your avatar turns, but the camera does not. Pressing “up” is the equivalent of clicking on the ground a couple of feet ahead of the avatar, but without the camera following, it is very difficult to “steer” your avatar.
Each zone seems to play by its own rules too. You can fly in New Venice. Press escape and your camera will fly around using ASDW keys, Press Q and your avatar will land where you flew to. There is no flight in Beach City yet, it is all point and click to navigate there which is annoying because of the size of the city.

Camera Movement – Using scroll to zoom does not function normally (it did in hover ship mode, but not avatar mode). The only way to zoom is in the “camera” menu and even then there are only 4 preset zoom settings. You can pivot the camera around by holding the right mouse button. Basically the camera controls do not make up for the lack of an auto following camera when using arrow keys to control. The Admin that I talked to says cameras are being worked on.
Graphics Compatibility – The incredible graphics of Blue Mars comes at a price. You have to have a pretty robust computer to run it (nvidea 8800 or higher), limiting the number of players right from the start. According to the admin, the Beta test currently runs in the highest graphics settings for testing purposes. Later they will allow lower settings and lower graphic requirements.
Blue Mars currently runs in a window with a set resolution that looks a little small on my 2048X1170 monitor. Currently, only the Developers version has graphic adjustment settings, future player clients will eventually allow you to change the graphics settings.
The “Very Beta” State of the game – The following are things that are missing or sub-par at this time. Hopefully they will be coming soon:
Communication Systems - Currently local chat only. The chat tool consists of either bubble text or chat window by people in close proximity with you. They have a primitive “Friends” system to keep track of people you meet and find out if they are online or not. There does not seem to be any IM system or player search or teleport system at this time. The Admin that I talked to in world says that there are plans to implement these things in future releases.
In Game Web Content – None at this time. The admin I talked to says they plan to eventually enable in-game flash players for streaming audio, video, animation etc.
Out of game Web Content (i.e. Website, Social Networking, player profiles etc.) - Currently a player forum and a developers blog are available. They have basic player profiles now too.

Bottom Line – The makers of Blue Mars seem to have taken an off the shelf graphics engine, an off the shelf gaming engine, and off the shelf avatars, put them all together in hopes of being the next Second Life.
What we get is incredible graphics, weak gaming elements, and nice but uninteresting avatars mashed together with little common purpose or interaction. One of the most common VW activities, Building, is only available to developers, and done outside of the game. There are no web services yet, no streaming audio for clubbing, no built in browsing or linking. Even though this stuff may eventually get fixed and improved, it is destined to always have a patched together feel you don’t get with virtual worlds built from scratch.
This is more obvious from a developers tool standpoint as different components have to be developed using different tools. It is going to seriously limit what is possible in game, and eliminate any possible contention as a “3D web standard”. The graphics are great, I admit, but as I previously mentioned in a past post, great graphics do not make a great game.
At this point, Second Life and There have nothing to worry about.
Metaverse News
3D Web, bluemars, reviews, virtual world