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. 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.
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