Dystopia is a cyberpunk-themed modification of the 2004 first-person shooter Half-Life 2. Its first playable demo was released on September 9, 2005, after a year of planning and nine months of development. Dystopia's popularity is quickly growing within the Half-Life 2 community, the demo having already been downloaded more than 900,000 times.
Dystopia's most unique feature is perhaps its cyberspace gameplay. Players who equip themselves with a "Cyberdeck" implant can "jack-in" to the cyber-world (called "decking") and use special virtual terminals to control electronic systems in the regular game world, thus helping their teammates meet objectives.
Another feature of note is Dystopia's "Awards" scoreboard, which is displayed at the end of each round. Awards are presented to players who excelled in certain areas, such as "Minions do my Bidding" for the player with the most spider grenade kills.
Whether or not Dystopia will remain a free mod is still under consideration. As the team member "Fuzzy" puts it:
With the September 26th Steam update that introduced Source and the new HDR code, Dystopia users began to experience problems such as malfunctioning game options, crashes, and for some players, an inability to load the game at all. Three days later, an update for the Dystopia demo was released, resolving issues created by the Steam update.
Dystopia features a system of "implants" which allow players to tweak their abilities to match their playing style or role within their team. Implants give players special abilities, such as thermal vision or cloaking. There are two categories of implants: HeadSpace implants and BodySpace implants. Each class has a different amount of HeadSpace and BodySpace available for implants; the heavier the class, the less space for implants. The implants are as follows:
Except the SCS, all implants require energy to function. Energy regenerates over time.
Dystopia is class-based, and as such, each class is unique in terms of weapons, implants, and overall performance during gameplay. Classes are identical for both factions. Each class has three unique weapons, only one of which can be carried at a time. All players are also outfitted with a silenced Machine Pistol, a mêlée weapon (Katana or Fatman Fist), and some type of hand grenade.
There are three classes:
Movement is faster and more agile in cyberspace; players are able to move in giant leaps and bounds that would not be possible in normal gameplay. Cyberspace also has no absolute direction; a player can treat almost any flat surface as "ground." (However, the location of down can only be changed if walking on special gray tiles) As for weapons, there are two "attack programs" in cyberspace, each fired from the Avatar's hands: Hitscan, which fires a narrow bolt of energy that hits instantly, and Projectile, which launches an orb of energy that acts like a straight line projectile. Hitscan is fired with the primary fire button, and Projectile with the secondary fire button. The Hitscan attack takes twice as long to cooldown as the Projectile attack. Damage is drawn directly from a Hacker's energy pool; when they run out of energy, they are dumped out of cyberspace. Projectile attack does some splash damage.
As previously described, the purpose of cyberspace is to complete objectives not normally available through real-world gameplay. Such options include hacking turrets, opening doors in the real world, and capturing spawn points. This is done by accessing special terminals in cyberspace. Often, these terminals are protected and must be "hacked" into - this is a simple process which consists of using the number keys to run "hacking" programs. However, these programs take time and energy. Once a player has accessed a terminal in cyberspace, that player can encrypt or otherwise protect the terminal with similar programs (again using the number keys) to prevent an opponent's access attempts.
It is generally accepted that people new to the game should figure out decking by themselves in a private server, as an inexperienced Decker can almost certainly keep even the best of teams from winning.
While in cyberspace, a Decker's energy will drain anytime they perform an action, such as movement or interaction with a terminal. Any hacking programs initiated by the Decker (password breakers, wedges, etc.) will also drain a Decker's energy for as long as the program is running. This is especially evident when running multiple hacking programs at the same time. When more than one instance of the same program is running, the progress bar on the User Interface will show only the most recently run instance of that program. However, it does not cancel the previous hack, and will continue to drain energy based on the number of programs actually running. Any programs being run will continue to do so as long as the Decker remains in cyberspace. This means that a Decker can begin one hack and move on to another to save time. Being hit by an enemy Decker's attacks also drains energy. If the player's energy is depleted, the Decker is forcibly ejected from cyberspace, causing minor physical damage which can be dangerous if the decker is low on health, and the enemy decker gains a "cyber frag."
Deckers can install either password protection or encryption on terminals to give two different levels of protection against enemy access. Password requires less time and energy to place, but also is more easily undone by enemy deckers, whereas encrpytion requires more time and energy to place, but also is harder to undo. ICE barriers can also be erected at the entrance to a terminal room, blocking enemy access to that room. A wedge can be used to temporarily lower an ICE barrier, while an ICE breaker will remove it entirely. ICE barriers can be enhanced by adding an ICE mine. Any Decker attempting to wedge an ICE barrier that contains an ICE mine will release the mine, which will then seek them out and do severe damage to their energy pool. An ICE breaker will safely remove both the barrier and the mine without any extra energy loss to the Decker; however, in the heat of battle, speed can be very important and a wedge may be much more desirable. A popular tactic for gaining objectives quickly is to wedge and ice break at the same time, this means if you die before the objective is captured there is a greater likelihood that the next "deck" will be successful.
As of the demo release, there is only one official map: Vaccine. Vaccine pits the Punks as offense against the defensive Corporates. The Punks' objectives are to capture the docks, hack middle spawn, and destroy the core, in that order. The Corporates must defend against each of these objectives, and can retake middle spawn after it has been captured at any time, however the other objectives remain permanently in the Punks' possession.
Dystopia's "Update 4" included two new maps: Silo and Fortress.
There are several maps currently in development by fans of the game, most notably Radioshack (which is very near becoming official), and others being "dys_cryogen_v1d ", "dys_infect_b4a" and "dys_well." There are also three maps available for Deathmatch, "dys_nadewarfare," "dys_highspeed" and "dys_streetwar2proof."
Just like any game, Dystopia has slang of its own. Here is a list of slang terms seen ingame:
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