![]() They all define the mobility and game style of each hero, but the biggest difference between characters is the rockets themselves, whose variety is even surprising: changes in size, cadence and physics will mean that it takes us little time to decide with whom we are more comfortable and which characters interest us least. It is somewhat overwhelming at first, but once we get the controls we have a lot of tools at our fingertips: in addition to the shots and jumps, we have a dodge button that, well executed (has time to wait for let’s not abuse it), it can serve to avoid missiles but also to recover from a hit or to redirect us in the air.Įach character has two unique abilities, generally associated with control (a bubble that slows projectiles or a shock wave that cancels them), movement (grappling, turbo, teleport), or attack (guided missile, boomerang). We can only breathe the brief moments it takes to respawn when they take us off the stage, with the opponent’s avatar smiling sardonically during the return journey. The games that we were able to try were fun but also very chaotic: despite the small number of players, the maps are generally quite compact, even tiny in some cases, and the projectiles fly from one side to another incessantly while everyone moves so as not to become an easy target. Lastly, Robo Rocket Warfare mode is the PvE variant of the game. ![]() The most “classic” game mode is Harassment and Knockdown, a team duel to the death in which it is only worth taking the opponents off the stage, but a way to capture the flag called Pepinazo has also been implemented where the flags are missiles that They are falling one by one on the map, a kind of Rocket League called Rocketball and a Treasure Hunt in which we will have to alternate our attention between a phase of scoring points by capturing a treasure and another of collecting coins scattered around the stage. At that point, if we manage to flee for a few seconds it will drop back to zero, but if we receive even a minimal impact we will be thrown from the stage and we will lose control of our character until the game returns us to the map. The main mechanic is to remove the adversaries from the stage and the representation of the damage is closer to a Super Smash Bros.-type brawler, since as the bar fills up, the ease with which we fly through the air increases until it ends up filling. In fact we can use it to jump but also to climb walls and combining it with a triple jump -which we can also restart using skills- we have a game that bets on mobility and in which we have to try to stay as little time as possible on the ground, where we are easy prey and we move slower than through the air. ![]() It is a game that has “Rocket Jump” written on the forehead and from the tutorial invites us to take advantage of this resource, since we do not suffer damage from our own rockets. Rocket Arena is a 3v3 hero shooter whose main feature is that only rocket launchers can be used and therefore there are no hitscan: all projectiles fly across the screen. Last week we attended a virtual presentation and played for several hours at the debut of this Washington-based studio, which has veterans from major developers such as 343 Industries on its team. In the past EA Play we saw a trailer for Rocket Arena, a multiplayer third-person shooter from Final Strike Games, which will be published in just a few hours after almost four years in development. ![]()
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