You can save yourself from taking extra damage, or to provide a quick escape from death. The last element is a dodge that makes you immune to damage and rockets for a brief moment. To reach even higher spots on the map, you can shoot a rocket downward towards a wall and it will boost you upward. We already know about the shooting and the abilities, but at your core disposal are double and triple jumps. As for the vertical nature of maps, they all have high points on them that you can reach, which ties into the core gameplay mechanics. Items on every map can give you things like speed boosts, bombs to throw, or a rocket magnet that collects enemy rockets. What they all have in common are item pickups and an element of verticality. Some have geysers that blast you up vertically. Some have jump pads that shoot you across the map. Each has different gameplay elements and flairs to them. You have Frostwind Grove (an icy castle and courtyard), The Golden Zephyr (a flying cruise ship), and the Temples of Jaaqua (a jungle temple) to name a few. The maps are numerous and each has a unique look and feel to them. Some characters are better at shooting players out of the sky, some are better for getting characters off of a point, and some should try to be in the air at all times. One thing doesn’t change across these characters… you need to lead your shots. That’s something every game like this should have to incentivize you to keep playing. The more you play a character, you rank them up and unlock skins, currency, and skins/effects for your totems, megablasts and return trails. Furthermore, each character has 100 levels of progression. Each character has a unique weapon, three unique abilities, and loadouts. You have the cannon-toting pirate Blastbeard that’s great for AOE damage, the explorer Boone with a sniper rifle, the tech kid Plink that can blink across the map, and Kayi with her grappling hook, to name a few. But the gameplay can be surprisingly deep, and as you keep playing, you’ll see how big of a difference a character is in the hands of an experienced, skilled player versus a newcomer.Įach of the game’s characters have a fun and unique style to them. Starting off with a quick tutorial that covers everything you need to know, you’ll quickly realize how easy it is to pick up a controller, play and hold your own. Add in that there is a shop that requires premium currency, and that a battle pass named a “Blast Pass” will be added (like every multiplayer game) and that $30 is even tougher to swallow.Īll that said, for the price of $30, there’s a lot in Rocket Arena to love. There are so many competitive games out there - both free and paid - that it’s very easy for a new IP like Rocket Arena to get lost in the shuffle and struggle to grow a player base. While that’s less than the normal $60 price tag of games, I, like many, likely was taken aback by Rocket Arena not being a free to play game. Crossplay between PS4, Xbox One and PC can be enabled by the player? Check. Social matches, ranked matches and private matches? Check. Multiple unique maps and match types? Check. Upgrades, loadouts, and unlockable skins by playing characters? Check. Vibrant and colorful cast of characters with their own unique abilities? Check. Granted it’s almost entirely rocket based, as the name suggests, but it looked to have the core elements of a solid online shooter. When I first saw the reveal trailer, it immediately drew me in. Enter Rocket Arena from Final Strike Games and Electronic Arts. It’s also not a pure shooter, which is another thing I am looking for. I play a fair amount of Bleeding Edge, but it’s a little content deficient at the moment, and I’m not sure the community is going to keep sticking around. I’ve been craving a good team-based competitive arena game. Platforms: PC, PS4 (reviewed on) and Xbox One Rocket Arena has all of the makings of a fun arena multiplayer shooter, but will a high cost of entry keep this rocket from launching?
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