BattleCry: free-to-play team-shooter sets out to make a killing - Games Weekly

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Tuesday, January 20, 2015

BattleCry: free-to-play team-shooter sets out to make a killing

Free-to-play conjures up some pretty strong reactions. When it’s done right, such as with Valve’s evergreen Team Fortress 2, then it’s happy days. When it’s something that gouges your wallet think EA’s mobile take on Dungeon Keeper, the internet will pick your bones clean.

“We’re definitely not ‘pay to win’,” says Lucas Davis, battlecry’s design director at the Texas-based studio, when we ask him what players will be asked to pay for in this multiplayer action-combat game. “a lot of what we’ll have for sale will be vanity items, and we think players will be really keen to make the characters unique.”

That feeling of being one-of-a-kind should be very tangible thanks to the distinctive visual style, conjured up by the same chap responsible for the remarkable cities in Dishonored and Half-Life 2, art director and conceptual artist Viktor antonov.

So far, all that’s been revealed are three out of the five classes enforcer (tank), tech archer (sniper) and duelist (nimble but low on health), while the brawler and gadgeteer remain a mystery and one mode, Landgrab, which is a lot like Titanfall’s Hardpoint Domination but with a shifting group of bases.

Art attack
battlecry feels instantly familiar, which is testament to good design. There’s loads of potential for the character classes to work together and buff each other for tactical offence and defence, but they’re currently not much fun to control when it comes to swinging a sword or firing an arrow. for a game that’s all about doing those things, it needs way more heft if it’s going to keep your attention past a few rounds… but at least it won’t cost you anything to try it out.

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