11/11/2022 0 Comments Rocket arena review![]() ![]() Most of the criticisms I've laid out above come down to balance testing, which is precisely what the preview build was for, and I've no doubt that Final Strike Games will fine tune these details (if they haven't already). It ebbed and flowed, as any online game does over several hours, but it was for the most part a good time. In theory the other team can play defensively, but actually finishing off a ball or chest carrier proved difficult enough that I soon felt guilty about repeatedly scoring four or five times in a row.īut while this all sounds very negative, the key thing is this: I had a great time with Rocket Arena. They're the fastest players, see, and whichever of them gets the ball first will probably score. My top tip was this: If you don't have Rev or Amphora in your Rocketball team, you've already lost. This mode is much as you'd expect: each team guards a goal (spherical, oddly), a single ball spawns, and whoever touches it must carry it to the opposing goal to score. Actually retrieving the chest was difficult too, as players felt a little too hard to take down. Once a team gets in the lead, the result is a foregone conclusion, and players largely ignored each other to chase the coins. The latter mode alternates between a king of the hill mode, in which whoever grabs the singular treasure chest gradually loots it of money for their team, who should be protecting them while the enemy try to take the chest back, and a mode where coins appear around the level and everyone runs to collect them.Īlthough it makes things a bit more chaotic and encourages movement around the map, it's definitely the weaker mode. In the modes I've seen, six players face off in teams of 3v3, either in traditional team deathmatch called Knockout, a game of Rocketball, or Treasure Hunt. The maps are hard to show off but they look lovely. None felt overly specialised, but some have major advantages depending on the game mode. One turns into a fast-moving puddle, then reverts in a column of damaging water. #Rocket arena review plus#Each character has two unique attacks, plus a special power that recharges. His alternative fire, though, is basically a sniper rocket, making him a damage dealing monster in deathmatch. There's Boone, who in theory can cover any range, but whose shotgun is so underwhelming I genuinely couldn't tell if it was even firing. There's Rev, whose weak rockets are more like a machine gun, harassing with hit and run dashes on her hoverboard before covering her retreat with light, fast-recharging grenades. There's your big pirate lad soaking up hits on defence, detonating defensive bombs, and firing weak but continuous arcing cannonballs with no reload. Getting used to the characters helps, of course. One key tip I overlooked for too long was that the dodge button does far more than avoid an incoming attack: it cancels out any stunlock for a vital moment too, and learning to use it effectively is where you begin to step out of beginner territory. The triple jumps and rocket jumps add much z-dimension hopping, but can make the frantic fights disorientating too. Sometimes it's hard to tell where damage is coming from as you get spun around so much, attacks tend to launch people skywards, and of course when you're highly damaged you suddenly become a tempting target for everyone. ![]() The downside is that there's an element of stunlock to most attacks, and that can feel very frustrating at first. It works in reverse too, as you'll feel invincible until you're suddenly desperate to flee and hide for the few precious moments it takes for your damage to cool back down. Chasing that final hit often feels thrice as difficult as doing the far heavier damage that preceded it. We all love filling progress bars, right? And then, crucially, you have to get just that one last hit in. Somehow on a psychological level this changes everything, as you watch someone's counter go up and up. #Rocket arena review Pc#Treasonous readers who play games on platforms other than PC may recognise this as similar to the system in a game called Smash Bros. Instead of health ticking down from 100%, the game counts damage upwards, and when you've been hit enough, you reach a critical state where the next scratch of damage will blast you out of the arena for a KO. Although each of its main weapons is, yes, a rocket launcher, many of them are functionally much like regular guns, and it's the damage model that matters. Probably its defining trait isn't the rockets. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |