Criminal Mischief – LawBreakers Hands-On Impressions

<p>On a rainy evening last week in Raleigh&comma; North Carolina&comma; I broke some laws&period; The scene of the crime was a press event held at the studio of <a href&equals;"http&colon;&sol;&sol;bosskey&period;com&sol;">Boss Key Productions<&sol;a>&comma; founded by <a href&equals;"http&colon;&sol;&sol;bosskey&period;com&sol;the-team&sol;">Arjan Brussee and Cliff Bleszinski<&sol;a> in 2014&period; Aided and abetted by several other games journalists&comma; I got the chance to play <em>LawBreakers<&sol;em>&comma; the game that marks Cliffy B&&num;8217&semi;s return to the games industry from his <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;gears-war-creator-retirement-next-week&sol;">short-lived retirement<&sol;a>&period; Boss Key&&num;8217&semi;s debut title is a first-person&comma; Steam-exclusive arena shooter intended to compete with the likes of <em><a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;gearbox-software-working-new-ip-called-battleborn&sol;">Battleborn<&sol;a><&sol;em> and <em><a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;the-overwatch-beta-comes-back-on-february-9th&sol;">Overwatch<&sol;a><&sol;em>&period; But is <em>LawBreakers<&sol;em> a thrilling crime of passion&comma; or only a misdemeanor&quest;<&sol;p>&NewLine;<p>Throughout <em>LawBreakers’<&sol;em> development&comma; Boss Key has been pretty tight lipped on details&period; However&comma; if you&&num;8217&semi;ve been following the game&comma; you&&num;8217&semi;re probably aware they&&num;8217&semi;ve since abandoned the original&comma; cartoonish art style for a more adult-oriented tone in order to differentiate the game from Gearbox and Activision&&num;8217&semi;s shooters&period; The other most notable announcement has been the game&&num;8217&semi;s price&comma; which at a recent GDC panel was confirmed to <a href&equals;"http&colon;&sol;&sol;www&period;polygon&period;com&sol;2016&sol;3&sol;17&sol;11256740&sol;lawbreakers-free-to-play-art-style">no longer be free-to-play<&sol;a>&period; I confirmed with Boss Key that when the game is launched&comma; all available content&comma; including weapons&comma; maps and characters will be available with one upfront payment&period; The game will include future paid DLC&comma; all of which was promised to be cosmetic only and not affect gameplay in any way&period; When discussing the typical&comma; free-to-play model found in many modern games&comma; it became apparent that there was a general&comma; studio-wide dislike for this pay structure&period; The terms &&num;8220&semi;slippery slope&comma;&&num;8221&semi; &&num;8220&semi;pay-to-win&&num;8221&semi; and &&num;8220&semi;sleazy&&num;8221&semi; were often thrown around&comma; making the decision to move away from this original price point seem to be unanimous throughout the studio&period;<&sol;p>&NewLine;<h3>Breaking the Law&comma; Breaking the Law&&num;8230&semi;<&sol;h3>&NewLine;<p>Our demo consisted of several 5v5 games of &&num;8220&semi;Overcharge&comma;&&num;8221&semi; <em>LawBreakers’<&sol;em> twist on single-flag <a href&equals;"https&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Capture&lowbar;the&lowbar;flag">CTF<&sol;a>&period; The &&num;8220&semi;flag&&num;8221&semi; is a battery that must be grabbed from the middle of the map&comma; carried back to your base and placed in a &&num;8220&semi;charging station&comma;” and defended until the charge reaches 100&percnt;&period; The twist is that the battery never loses it&&num;8217&semi;s charge&period; Therefore&comma; even if one team charges it all the way to 100&percnt;&comma; the other team can still win by swiping it at the last second and bringing it to their own base&period; To score&comma; a team must keep a fully charged battery in their own base for 20 seconds&period; The first team to 2 points&comma; wins&period; Born out of Cliff Bleszinski&&num;8217&semi;s love for &&num;8220&semi;buzzer-beater&&num;8221&semi; sports moments&comma; this dynamic successfully created more than a few intense&comma; dramatic situations in our demo as victories and losses were often determined in the final&comma; harrowing few seconds of a match&period; According to Bleszinski&comma; this encapsulates the &&num;8220&semi;end with drama&&num;8221&semi; theme he hopes to incorporate in every game mode&period; While no other game modes were confirmed&comma; other twists on traditional modes such as <a href&equals;"https&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Deathmatch&num;Variations">TDM<&sol;a> and Domination were inferred&period;<&sol;p>&NewLine;<p><iframe src&equals;"https&colon;&sol;&sol;www&period;youtube&period;com&sol;embed&sol;SBjeLGeAtuc" width&equals;"560" height&equals;"315" frameborder&equals;"0" allowfullscreen&equals;"allowfullscreen"><&sol;iframe><&sol;p>&NewLine;<p>The mode I played featured no weapon pickups and players were restricted to the weapons and abilities specific to their character class&comma; but more on that later&period; Speaking of pickups&comma; <em>LawBreakers<&sol;em> forgoes both instant health pickups and regenerating health &lpar;found in practically every shooter today&rpar;&comma; and instead opts for &OpenCurlyDoubleQuote;health stations&period;” These stations&comma; strategically placed around the map&comma; are essentially booths that recharge your health meter while you stand inside them&period; Multiple players can use them at once and they are not specific to either team&period; The nice thing about these stations are that they do not interrupt the momentum of the game&period; There is no &OpenCurlyDoubleQuote;injecting yourself with health” animation and players can reload&comma; and engage in combat while standing in the booths&period; However&comma; they are purposely designed to be less convenient than regenerating health as we had to walk into the next room&comma; away from an objective we were defending&comma; to use one&period; As you can freely walk in and out of these stations whenever you please&comma; regenerating as much or as little health as you like&comma; it creates a risk&sol;reward tension not found with typical &OpenCurlyDoubleQuote;health” systems&period; &OpenCurlyDoubleQuote;Do I run back into the next room to help defend the objective&comma; or do I stay in the station a bit longer to get a little more health&quest;” was a question I was faced with often throughout the demo&period;<&sol;p>&NewLine;<p>Currently&comma; the team is hard at work on 4 different maps&comma; all of which are &&num;8220&semi;built for duality&&num;8221&semi; in order to accommodate <em>LawBreakers&&num;8217&semi;<&sol;em> symmetrical gameplay&comma; a nod to old-school arena shooters&period; According to Lead Designer Dan Nanni&comma; all maps will be &&num;8220&semi;game mode agnostic&comma;&&num;8221&semi; meaning every map can host every game mode&period;<&sol;p>&NewLine;<p><iframe src&equals;"https&colon;&sol;&sol;www&period;youtube&period;com&sol;embed&sol;VL7Uq45IC1k" width&equals;"560" height&equals;"315" frameborder&equals;"0" allowfullscreen&equals;"allowfullscreen"><&sol;iframe><&sol;p>&NewLine;<p>The post post-apocalyptic world of <em>LawBreakers<&sol;em> is one that has been rebuilt from the cataclysm known as &&num;8220&semi;The Shattering&comma;&&num;8221&semi; in which the moon broke open and created gravitational anomalies around the planet&period; According to Bleszinski&comma; every map is reflective of this incident by way of combining future tech and gravity shifts with &&num;8220&semi;famous locations your grandparents might visit in an RV&period;&&num;8221&semi; Our demo took place on &&num;8220&semi;Grand View&comma;&&num;8221&semi; a reimagined portion of the Grand Canyon where crime lords have built their new headquarters&period; The unique amalgamation of <a href&equals;"https&colon;&sol;&sol;en&period;wikipedia&period;org&sol;wiki&sol;Japanese&lowbar;architecture">traditional Japanese architecture<&sol;a>&comma; high technology and a rugged desert canyon flowed together oddly well and to my happy surprise&comma; was not brown and boring as many people feared would be the case when the studio announced the grittier art direction&period; The map felt appropriately small&comma; at least for the game mode we played and at no point did I feel isolated from the action&period;<&sol;p>&NewLine;<p><amp-youtube layout&equals;"responsive" width&equals;"500" height&equals;"281" data-videoid&equals;"wtZb-vDN0ec" title&equals;"LawBreakers Gameplay Video Assassin &amp&semi; Vanguard"><a placeholder href&equals;"https&colon;&sol;&sol;youtu&period;be&sol;wtZb-vDN0ec"><img src&equals;"https&colon;&sol;&sol;i&period;ytimg&period;com&sol;vi&sol;wtZb-vDN0ec&sol;hqdefault&period;jpg" layout&equals;"fill" object-fit&equals;"cover" alt&equals;"LawBreakers Gameplay Video Assassin &amp&semi; Vanguard"><&sol;a><&sol;amp-youtube><&sol;p>&NewLine;<p>The game&&num;8217&semi;s current&comma; somewhat cringe-worthy tagline &&num;8220&semi;beat gravity into submission&&num;8221&semi; effectively conveys the game&&num;8217&semi;s aggressive attitude and gravity manipulation mechanics&period; Personally however&comma; I don&&num;8217&semi;t feel as though it accurately reflects the game&&num;8217&semi;s true theme&semi; intensely fun and unique kinetic momentum&comma; both in and out of zero G&period; The center of &&num;8220&semi;Grand View&&num;8221&semi; did contain a zero G anomaly&comma; which facilitated momentum in that area&comma; but mastery over each character&&num;8217&semi;s distinct form of mobility in all areas quickly proved to spell the difference between victory and defeat&period;<&sol;p>&NewLine;<h3>The Unusual Suspects<&sol;h3>&NewLine;<p><em>LawBreakers<&sol;em> will enter alpha with the 4 different character roles &lpar;classes&rpar; available during our demo&comma; each of which are playable as both a law-abiding anti-hero or villain&period; We were shown the character design of a fifth class&comma; but as it&&num;8217&semi;s still a work in progress with no word on when &lpar;or even if&rpar; it would be included in the final game&comma; it was not playable&period; Each role has three unique abilities &lpar;a throwable&comma; a powerful special attack&comma; and a &&num;8220&semi;forward velocity&&num;8221&semi; move&rpar;&comma; all of which operate on their own individual cool down&period; Most character&&num;8217&semi;s &&num;8220&semi;forward velocity&&num;8221&semi; ability can be used multiple times&comma; or for a period of time&comma; before a meter is drained and it goes into cool down mode&period; As the game features no &&num;8220&semi;sprint&&num;8221&semi; button&comma; it became apparent early on that learning to manage your &&num;8220&semi;forward velocity&&num;8221&semi; meter was incredibly important when it comes to getting around effectively&period; In addition to each role&&num;8217&semi;s 3 unique abilities&comma; all roles can kick &lpar;melee&rpar;&comma; use a secondary weapon&comma; and blind fire behind themselves &lpar;which also aids in movement while in zero G&rpar;&period;<&sol;p>&NewLine;<h5>TITAN &lpar;Bomchelle&sol;Chronos&rpar;<&sol;h5>&NewLine;<figure id&equals;"attachment&lowbar;104959" aria-describedby&equals;"caption-attachment-104959" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-104959" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;04&sol;03191309&sol;LawBreakers&lowbar;PAXEast&lowbar;TitansFaceOff-1024x576&period;jpg" alt&equals;"Chronos Vs Bomchelle" width&equals;"1024" height&equals;"576" &sol;><figcaption id&equals;"caption-attachment-104959" class&equals;"wp-caption-text">Chronos Vs Bomchelle<&sol;figcaption><&sol;figure>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>This is the standard &&num;8220&semi;tank&&num;8221&semi; class you&&num;8217&semi;d find in most other shooters&period; He wields a Crisper electricity cannon and a sweet Hammerhead rocket launcher that can both be used to rocket jump&comma; and detonate rockets mid-air with the press of a button&comma; to take out pesky air-born foes&period; In close combat&comma; Titans dominated other players in our demo&comma; especially when they activated their special Berserk attack&comma; temporarily boosting their damage output&period; With a &&num;8220&semi;forward velocity&&num;8221&semi; Pulverize attack consisting of a simple leap forward&comma; he&&num;8217&semi;s the least mobile&comma; but dishes out a ton of damage&period; During our demo&comma; these slow guys were often our &&num;8220&semi;battery carriers&&num;8221&semi; as they were the only ones left standing when we raided the other team’s base&period;<&sol;p>&NewLine;<h5>VANGUARD &lpar;Maverick&sol;Toska-9&rpar;<&sol;h5>&NewLine;<figure id&equals;"attachment&lowbar;104961" aria-describedby&equals;"caption-attachment-104961" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-104961" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;04&sol;03191251&sol;LawBreakers&lowbar;GDC&lowbar;MaverickCronos-1024x576&period;jpg" alt&equals;"Chronos Vs Maverick&comma; the Vanguard " width&equals;"1024" height&equals;"576" &sol;><figcaption id&equals;"caption-attachment-104961" class&equals;"wp-caption-text">Chronos Vs Maverick&comma; the Vanguard<&sol;figcaption><&sol;figure>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>After experimenting with all the roles&comma; I found my play style worked best with this one&period; They have a Pulsar attack &lpar;which pushes foes back&rpar; and wield an arm-mounted Hyrda Gatling gun that looked and sounded very satisfying when fired&period; Her special Starfall attack&comma; which takes a couple seconds to charge up&comma; is a sort of diving maneuver that provides both an instant kill when directly hitting opponents&comma; and creates a temporary zero G field in the area&period; I felt her jet pack also was the easiest form of mobility to master&period;<&sol;p>&NewLine;<h5>ENFORCER &lpar;Axel&sol;Kintaro&rpar;<&sol;h5>&NewLine;<figure id&equals;"attachment&lowbar;104962" aria-describedby&equals;"caption-attachment-104962" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-104962" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;04&sol;03191233&sol;LawBreakers&lowbar;GDC&lowbar;OverchargeMode-1024x576&period;jpg" alt&equals;"Axel&comma; the Enforcer&comma; laying down some fire" width&equals;"1024" height&equals;"576" &sol;><figcaption id&equals;"caption-attachment-104962" class&equals;"wp-caption-text">Axel&comma; the Enforcer&comma; laying down some fire<&sol;figcaption><&sol;figure>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>The Enforcer resembles a typical support class&period; He rocks an Aerator assault rifle that can be both fired from the hip &lpar;like most weapons in the game&rpar; and aimed down the sites&comma; for long range supporting fire&period; His special attack consists of a Predator-style&comma; shoulder mounted Bloodhound Launcher that fires heating-seeking misses&period; The most notable feature of this role however is its &&num;8220&semi;forward velocity&&num;8221&semi; ability&comma; which creates a space-time distortion field around the player&comma; dramatically increasing the speed of all their actions&period; The coolest thing about this &&num;8220&semi;time bubble&&num;8221&semi; is that it affects all teammates within approximately 10 meters&comma; allowing strategic players to swiftly move teammates &lpar;who could be carrying the battery&rpar; around the map&period;<&sol;p>&NewLine;<h5>ASSASSIN &lpar;Hellion&sol;Kitsune&rpar;<&sol;h5>&NewLine;<figure id&equals;"attachment&lowbar;104958" aria-describedby&equals;"caption-attachment-104958" style&equals;"width&colon; 1024px" class&equals;"wp-caption aligncenter"><img class&equals;"size-large wp-image-104958" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2016&sol;04&sol;03191329&sol;LawBreakers&lowbar;PAXEast&lowbar;SurpriseAttack-1024x576&period;jpg" alt&equals;"Kitsune Vs Hellion" width&equals;"1024" height&equals;"576" &sol;><figcaption id&equals;"caption-attachment-104958" class&equals;"wp-caption-text">Kitsune Vs Hellion<&sol;figcaption><&sol;figure>&NewLine;<p>&nbsp&semi;<&sol;p>&NewLine;<p>Easily the most visually interesting and unique role in <em>LawBreakers<&sol;em>&comma; this role paradoxically wields close combat weaponry &lpar;Arc Blades and a Romerus shotgun&rpar; while remaining the most fragile of all the roles&period; This is because instead of soaking up damage like tanks&comma; this role is designed to get in&comma; inflict massive damage&comma; and get out super fast&period; This stick-and-move tactic is made possible by the assassin&&num;8217&semi;s grappling hook&comma; which can be used to swing around like <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;video-game-chronology-spider-man&sol;">Spider-Man<&sol;a>&comma; and pull foes in close for some carving up&comma; like <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;new-generation-kombat-mortal-kombat-x-review&sol;">Scorpion<&sol;a>&period; Really skilled players can also grab teammates with the grappling hook&comma; strategically pulling them out of heavy firefights when they&&num;8217&semi;re in trouble&period; Personally&comma; I found this role was the most difficult to use&comma; but also the most rewarding when done right&period;<&sol;p>&NewLine;<h5>&quest; &lpar;Angel&sol;Demon&rpar;<&sol;h5>&NewLine;<p>Little is known about this role as it was not yet finished and obviously not playable in our demo&period; We were only able to grab a sneak peak at the character designs during our tour of the studio&comma; but from what I was able to ascertain&comma; both the angelic &&num;8220&semi;Law&&num;8221&semi; version and the demonic &&num;8220&semi;Breaker&&num;8221&semi; version dual-wield some enormous&comma; bad-ass looking hand cannons&period;<&sol;p>&NewLine;<h3>Lawfully Fun<&sol;h3>&NewLine;<p>The small slice of the game we played was surprisingly polished for something in such a pre-alpha state&period; Despite the intention of <em>LawBreakers’<&sol;em> new&comma; &OpenCurlyDoubleQuote;grittier” art direction&comma; what sets it apart most from other arena shooters are its emphasis on &&num;8220&semi;buzzer-beater&&num;8221&semi; drama&comma; momentum&comma; frenzied aerial combat and the dynamic situations that result when these things come together&period; All of these factors make it exceptionally fun to watch and a potential hit in the <a href&equals;"https&colon;&sol;&sol;www&period;twitch&period;tv&sol;">Twitch<&sol;a> and <a href&equals;"https&colon;&sol;&sol;gaming&period;youtube&period;com&sol;">YouTube<&sol;a> community&period;<&sol;p>&NewLine;<p>Currently&comma; the game is still in a very early&comma; pre-alpha state and many details are&comma; of course&comma; subject to change&period; The game is being developed &&num;8220&semi;from the ground up&&num;8221&semi; solely for PC and will initially launch exclusively on <a href&equals;"http&colon;&sol;&sol;store&period;steampowered&period;com&sol;">Steam<&sol;a>&period; There are &&num;8220&semi;no plans&&num;8221&semi; to include controller support&comma; which is apparent from the current UIs &lpar;which may obviously change before release&rpar;&period; Future controller support&comma; which I think would be an excellent inclusion&comma; was said to be &&num;8220&semi;not out of the question&period;” There are also no current plans to port <em>LawBreakers<&sol;em> to other platforms&comma; but the idea has not been totally ruled out&period; While a Mac or Linux port would be very similar to its PC equivalent&comma; it may be handled in-house&period; A console port however would more than likely be contracted out to another studio&period;<&sol;p>&NewLine;<p><iframe src&equals;"https&colon;&sol;&sol;www&period;youtube&period;com&sol;embed&sol;-uX9iY-KJQw" width&equals;"560" height&equals;"315" frameborder&equals;"0" allowfullscreen&equals;"allowfullscreen"><&sol;iframe><&sol;p>&NewLine;<p>As mentioned previously&comma; and to the relief of many&comma; <em>LawBreakers<&sol;em> will no longer be free-to-play&comma; but the actual price point has yet to be finalized&period; According to Cliffy B&comma; it will be less than &dollar;60 and &&num;8220&semi;indicative of a multiplayer-only game&period;&&num;8221&semi;<&sol;p>&NewLine;<p>While no one at Boss Key was able to commit to a launch window&comma; or even a Beta&comma; I was assured that a &&num;8220&semi;friends and family&&num;8221&semi; Alpha would begin &&num;8220&semi;soon&comma;&&num;8221&semi; and eventually open up to a wider audience&period; If you’d like to register for the chance to be included&comma; head to <a href&equals;"http&colon;&sol;&sol;store&period;steampowered&period;com&sol;app&sol;350280">LawBreakers&period;com<&sol;a> or add <em>LawBreakers<&sol;em> to your Steam Wishlist&period;<&sol;p>&NewLine;<p>If you&&num;8217&semi;d like to know more about <em>LawBreakers<&sol;em>&comma; check out our exclusive gameplay footage and our <a href&equals;"https&colon;&sol;&sol;bagogames&period;com&sol;breaking-laws-cl…ki-arjan-brussee&sol;">interview with Cliff Blezinski and Arjan Brussee<&sol;a>&period; If you were lucky enough to get your hands on some PAX East passes this year&comma; the build we saw will be playable on the show floor&excl;<&sol;p>&NewLine;

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