12/24/2022 0 Comments Rocket arena review![]() ![]() In any case, the initial content feels like it’s enough to learn how to play and perfect the bases of gameplay in each mode. However, when Electronic Arts added it to its EA Originals catalogue, which must have come with a hefty infusion of cash and a marketing contract, things took another turn. The single purchase offering, which worked so well for Blizzard with Overwatch, was criticized by a large part of the public, who remembered the initial promise to make it Free to Play and monetize it via cosmetics. Final Strike Games has also announced that it can be bought with Rocket Fuel, a currency obtained from special time-trial events or bought with real money, which will also arrive together with the first free season that same day. Rocket Pass, arriving July 28, will add over 100 new cosmetic items some will be free while others only for those who’ve purchased it. This includes our banner that appears in the smoke left by the enemies we’ve kicked out of the map (or that we leave when we return), to the suits and color combinations of our heroes. All the cosmetic items in the game can be bought with the Rocket Parts we win by simply playing or by completing daily or weekly missions. The economy is incredibly important in every game as a service and Rocket Arena has also kept it in mind. The lack of radar means that we have to pay attention to everything happening on screen, so seeing our character is crucial and we can also appreciate the skin that we’ve spent thousands of Rocket Parts on. This decision sets the game apart from the rest and has been beneficial. It’s no fluke that the game is in third-person, the studio flirted with the idea of making it a first-person perspective during several stages of development, but ultimately discarded the idea. At the time of writing, Final Strike Games has already made two changes to the gameplay, not only to solve some native crossplay issues, but also to balance the Arena list (that works as a Quick Play) and remove maps in some modes that were causing displeasure. This is why the development team’s engagement with the community is so important and promising, addressing both the proposed goals as well as exploits as they appear. Rocket Arena works well thanks to a delicate balance, like all good hero shooters, but this doesn’t mean the balance is perfect. For example, if we were playing Rocket Ball (a sort of three-a-side basketball game), the team needs a fast hero like Rev or Amphora to make sure they get and keep the ball, but also a damage dealer like Boone or Top Notch and, finally, a tank to take damage and control enemy fire, which could be Blastbeard or a skillful Mysteen, with her shield and clone interfering with opponents. All this is why, when we add each mode’s different objectives to the mix, every match feels different and has its own aim. Final Strike Games took into account every expected factor, like damage, each shot’s speed, the weight of the rockets, the heroes’ vitality and movement speed, and everything combined works very well. In addition to its complete movement system, Rocket Arena has ten heroes, each with their own personalized rocket launcher and abilities. Shooting rockets can also be used to climb any surface, it isn’t easy and the diagonal angle has to be carefully calculated, but it gives us the chance for a comeback and to make legendary plays. This, together with some pretty low gravity, means that players can pull off some amazing moves, like shooting their weapon against a column while in the air to dodge an attack, even when the dodge command is still on cooldown. Not only do they all have triple jump and a dodging ability with a cooldown, but they can also change directions while airborne using their rockets. Rocket Arena begins with a simple tutorial, which focuses on telling us that the characters’ movement will be as important as their personalized rocket launchers. Thanks to the ever increasing flow of players, the game was able to better show its ideas and seems to be sowing a particularly fruitful and active community. In the same vein, the Ranked modes (preseason) and RocketBot Attack (the only Players vs AI for now), which didn’t work at all, now only take slightly more than the rest, but they’re working. The modes that would take over 15 minutes in finding a match during closed testing began to take under 5. The development team’s efforts, joining the meager activity on the official networks of their massive distributor, yielded results and Rocket Arena's servers started to be filled with new players. ![]()
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