Nine to Five
was a FPS with an innovative concept. It introduced a 3v3v3 concept with three
teams of 3 players each battling each other. I had already praised a somewhat
similar concept in the flawed game 'Mega Zombie', where 4 teams of players
where battling each other and Zombies in a TDM gamemode. Nine to Five on the
other hand used only 3 teams, but tried to be more of a Tactical Shooter than
an arcady one. Many people compared Nine to Five to a F2P version of Rainbow
Six Siege. There are certainly some similarities, but Nine to Five surely was a
different game than Siege.
Each match
of Nine to Five had 3 phases with different objectives. In the first round for example
the target could be to gain an object or a piece of Intel. In the second round
the team, that won the first round, had to fight off the other two teams and
keep the Intel in their possession. In the third round a team had to extract
from the map via a helicopter. The outcome of each phase would be influencing
the next phase, which is a really cool idea. All teams got rewarded to some degree
with ingame currency and XP, regardless of their actual inmatch performance,
which for a lot of people took away a bit of motivation, since for example
winning the first two phases or the final one didn't make one team really feel
like the ultimate winner. For hardcore players this must have been a bit
disappointing, while it could have been an incentive for more casual players to
try out the game.
The gunplay in
Nine to Five was criticized by a lot of people for feeling too sluggish and not
impactful enough. The gunplay definitely improved after the Beta into the Early
Access launch of the game and I found it to be alright. I couldn't really spot
a big difference at the full release of the game, but the gunplay didn't really
bother me. At the same time I can't praise it all that much either. It
ultimately fulfilled its purpose. TTK on the other hand was a bit all over the
place. At the Beta it felt too slow and the beginning of Early Access it felt
too fast on the other hand. It took them a while to find a somewhat competent
mixture. Movement was a bit slower in comparison to some other FPS, but it
fitted the tactical approach, the game was going for.
Nine to Five
had a lot of different weapons, attachments and a variety of gadgets to unlock.
A big portion of these weapons and gadgets could be unlocked via leveling
contracts for one of 3 (later 4) different corporations. There were however
unfortunately RNG elements involved. Sometimes you could only get a random
weapon upgrade and attachment and it could take a long time to unlock the setup
of your choice. On the other hand you could invest real money to straight out buy
weapons with the best attachments in the game. This was undoubtedly Pay-to-Win
and negatively influenced the balancing in the game. I am always surprised, but
there were a good amount of people defending this system and stating, that you
could also unlock these attachments and weapons by grinding for dozens and
dozens of hours instead. P2W doesn't mean that you can't get the same stuff after
committing to insane grinds, but it is simply referring to having big instant
advantages from using your credit card.
The gadgets
in Nine to Five were pretty cool. You had for example recon drones, placeable
barricades, a variety of trip mines, traps, med kits and grenades.
The maps in
Nine to Five weren't too many (only 4), but they were all actually really well-designed
in general. I say in general, because it was fun to traverse the maps, but they
were probably a bit too large for 3 teams of 3 players. Since this was tactical
shooter, you couldn't just run all over the place and had to be a bit more
careful while approaching the next objective, which could, same as finding the
other teams, take a while on the relatively large maps. I nonetheless really
liked them, because they got a lot of details and seemed well put together.
Another
aspect worth praising was in my opinion the humour in the game. Some people
found it to be a bit too forced, but I generally did enjoy it.
I heard a
lot of players criticizing a too heavy focus on Events/LTMs and selling
skins/weapons instead of fixing the core gameplay/balancing and I have to
somewhat agree. Even though I did enjoy the Battle Royale inspired 'Rogue
Shift' LTM for example, I actually saw more Event messages on Steam than actual
meaningful patch notes.
What did
stop me from playing a couple of times, was matching up with random teammates
against experienced Trios of players, who had clearly bought the best weapons
and armour from the ingame store. The smaller playerbase made this balancing
issue even worse. Nine to Five had some alpha tests in 2020, but the real Early
Access start was in 2021. The playercount even in its best times was never over
1000 simultaneous players and for the most part of 2021 and 2022 was below 100 players,
which meant you had a good chance of meeting the same dedicated players every
time (unless of course you couldn't even start a match). Games with small
playerbases like Nine to Five highlight the skill gaps between the players and
make it very difficult for them to ever recover. Even promoting a full release
in 2022 didn't significantly change anything and the game finally shutdown its
servers on the 18th of January 2023.
Pro:
+ Unique
3v3v3 concept
+ Great
variety of weapons and gadgets
+ Well
designed maps (but too few)
Contra:
- Gameplay
refinement took too long
- P2W issues
- Lack of
players (skill gap)
Result:
Nine to Five
had a unique concept, but the developers really struggled in the beginning to
get the gunplay in a good shape, which turned a lot of players off the game.
Unfortunately Pay to Win issues and the coherent lack of players truly hurt the
gameplay experience. At the end there were probably too many holes in the boat
and the devs weren't able to fix them before the ship sank to the bottom of the
ocean. Even though I enjoyed playing Nine to Five, it was disappointing to see
that the game was never able to match its true potential.
6.5/10