Global Agenda was started in 2005 by Hi-Rez Studios. It is an online team-based game developed using Unreal Engine 3. It went live on February 1, 2010, and then in April 2011, Global Agenda was re-released as a free-to-play game.
The game is played in a third-person camera view with some weapons allowing scoping in a first person view using a mouse action. The characters have jetpacks and other weapons and Global Agenda features, a large degree of variability in player appearance with unique achievement based flair items; almost all player items can be recolored using dyes for additional personalization.
Dome City is the center of Global Agenda’s gameplay and most of the game revolves around mercenary matches (PvP) or instances (PvE). It has two playable open world zones, the Sonoran Desert and North Sonora and players can also take part in Agency vs Agency (AvA) which is Global Agenda’s guild-centric competitive mode.
Assault, Recon, Medic, and Robotics are the four classes that the game features. The different features have customizable skill trees and their own weapons.
As you play the game you are free to reset your skills at any time and at no cost while in Dome City but a player needs four characters, one for each class in order to have access to every specialization of every class.
Global Agenda supports the following modes:
Breach – One team defends three points, in succession, while the other attempts to capture them, in order. The attacking team wins if they capture all three points. The defending team wins if time runs out. Additional time is given after each capture.
Scramble – A control point is placed at a random point on the map after each capture and both teams attempt to capture it first. Three captures (or the higher number in case of a deadlock) wins.
Control – three control points are open on the map simultaneously. Whichever team has the majority of control points in control slowly gains match points. The first to reach 800 points wins.
Payload – The attacking team attempts to push a bomb to the end of the track. The defending team attempts to halt or reverse their progress. The attacking team wins if the payload reaches the final point on the track. The defending team wins when time runs out.
Acquisition – This is a tweak on capture the flag, except in this case, the flag is a robot. Once a robot is “activated” by a player stepping inside it, it can be both damaged and healed. It must be destroyed before it reaches the other side or the enemy team scores. Three points (or higher in case of a deadlock) to win.
Mercenary Mode – For more casual games, players can enter the Mercenary queue. The game will attempt to make two 10 players, skill-balanced teams based on each player’s star rating. Players will be entered into a match whose mode is determined by that player’s filters if they have any.
Special Ops – For cooperative games, players can queue for Special Ops. Teams of 1-4 players can attempt to clear instances of enemy non-player characters. Players have 20 minutes to reach the instance boss, and then get at least four minutes to defeat it.
There are four difficulties in Global Agenda:
Medium Security – The easiest difficulty available, these missions are canonically the first to have been undertaken by the Armed Revolutionary Militia and focus on the clearing of immediate threats to Dome City. Maps feature either Bandit bases or Recursive hives.
High Security – This is the first mode where players fight the Commonwealth. It features high-tech labs and weapons manufacturing facilities. Players will occasionally encounter enemy Elite Agents, which mirror the playable classes. Helots mirror Assaults, Assassins mirror Recons, Alchemists mirror Medics, and Techros mirror Robotics. Bosses are more difficult.
Maximum Security – Patrol scanners start appearing in this difficulty. Their alarms spawn enemy reinforcements the first time they are tripped. Hunter Spiders, who can pull Agents from safety, start appearing. Additionally, there are more enemies, more Elite Agents, and more enemies spawn in the boss room.
Ultra-Max Security – In the highest difficulty, minion Androids are replaced by more dangerous Minion Ballistae and Minion Sentinels. Enemy density is increased. There are larger groups of Elite Agents. Alarms summon reinforcements every time they are tripped, rather than only once. Guardians start appearing. The boss room starts with a significant number of Elite Agents and enemies.