Rinse & repeat until the first team reaching 250 points wins the match. There are four modes for social play: TDM-esque “Knockout,” Capture the Flag-variant “Rocketball,” Objective capture called “Mega Rocket,” and “Treasure Hunt.” Although the first three follow your typical modes, Treasure Hunt is essentially two in one: begin with capturing and holding a treasure chest for a point per second and then capture preset coins scattered across the map. Numbering ten in total, each map has a theme that corresponds with a specific character. These feelings may be something worth consulting your therapist about, but not until you've played just one more game! The audio-visual stimuli baked into this game is that satisfying.Īside from baseline mechanics, the amount of modes & extras are quite modest. Nascent concerns about a child joining a fighting arena go out the window after he's been pestering you for 30 seconds and he's just one headshot away from rag-dolling around the arena before meeting an embarrassing demise. Learning the rulesets of triple-jumping, leading your rockets or bombs to hit someone in mid-air, managing your dodge cooldown, rocket-jumping, and power-up management all make this a volatile confection I haven't done quite like this before. There is something tantalizing to your lizard brain when seeing your opponent continually propelled back by a fusillade of exploding projectiles. The two main design pillars of Rocket Arena capture its pure mechanical satisfaction. It's not like Nintendo has a patent on that idea plus, it's a great way to reconsider levels and game design. When considering how spectacular of a show it is, I'm flabbergasted as to why more games haven't followed this nuanced idea- Smash clones aside. Flying through the map’s barrier locks you into an animation returning to the fray instead of dying. Said meter will eventually hit critical mass whereby you're vulnerable to a critical hit shooting you off the map conversely, avoid getting hit long enough and your meter will slowly decrease. Your health meter doesn't go down, it ticks up upon taking hits. comparison comes back to the health system. As an aside, I'd like an Overwatch -style backstory for Plink just to grasp how a prepubescent boy consented to such explosive mayhem. In both respects, a hero's personality is reflective of their arsenal hulking pirate Blastbeard hauls a large cannon with slower projectiles, Kayi is essentially Frozen plagiarism acting as a long-range sniper, Plink is a teleporting pre-teen who fires over a dozen mini-rockets in quick succession, and so on. Each of the original ten heroes has a different basic weapon, a secondary weapon on cooldown, and a special move on cooldown. The core conceit is a blend between Super Smash Bros. This simplicity doesn't get in the way of what matters: arena brawling. Outside of information from character sheets and audio barks when choosing your fighter, there's little context beyond this task: knock enemies out of the ring and complete the objective. The concept focuses on 3v3 rocket-emphasized battles in what are essentially gladiator arenas. Since multiplayer is the cornerstone of this game, there's no semblance of an overarching story for this one. And though the poorly-named Rocket Arena has a foundation that's both nuanced and addicting, specific design fumbles and pernicious monetization methods keep it from rocketing past recent contenders. After some behind-the-scenes complications, the game eventually found itself under the 'EA Originals' publishing banner. Developer Final Strike Games, a freshmen indie team containing notable AAA talent, is confident that it can find its own corner in this oversaturated market. If I were to tell you to get excited for a hero shooter in 2020, the majority of you would simultaneously groan. By Lee Mehr, posted on 29 July 2020 / 3,944 Views
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