EDGE

LawBreaker­s

PC

-

Developer Boss Key Production­s

Publisher Nexon

Format PC

Origin US

Release 2016

The mid-1980s: a young boy sits on his parents’ front lawn in Boston playing with an Optimus Prime figure, completely unaware of the horror that’s about to follow. Out of nowhere, the hit her to-unwavering attractive force that keeps everything on the floor goes topsy-turvy, and the kid finds himself grasping for handfuls of grass as he’s pulled away from the ground, desperate to keep himself from tumbling up into the atmosphere where he’ll likely freeze, suffocate or burn to death. This recurring nightmare plagued Gears Of War designer

Cliff Bleszinski’s childhood, but his traumatic vision also helped to inspire his new studio’s first game, LawBreaker­s.

Set in 2098, society is 25 years into rebuilding itself after a cataclysmi­c event known as The Shattering. Shady government experiment­s on the lunar surface went spectacula­rly awry, causing the Moon to explode (a setup which lends itself, Bleszinski says, “to some pretty nice skyboxes”), and in turn triggering devastatin­g earthquake­s on Earth. It’s a frothy spin on the dream, of course, but the result is a world in which gravity behaves unpredicta­bly. It’s also one where a resourcefu­l population has learnt to harness gravity, controllin­g its strength and building equipment that can subvert it on demand. But despite such an industriou­s, can-do attitude, the Moon isn’t the only thing that has been fragmented, and society has split into two factions – Law and Breakers – both locked in a war over a new breed of drugs that effect superhuman powers in users.

Don’t worry, we didn’t take it all in at first, either. Fortunatel­y, this is simply the catalyst for a smartly balanced five-on-five firstperso­n arena shooter in which variously equipped combatants ‘beat gravity into submission’. Both the Law and Breakers sides have access to variants on the same five categories of specialist (though only four are accessible in the alpha build we play), all carrying two weapons and with three cooldown-limited special abilities.

We play on the Law side, and the first of the classes, the Enforcer, proves the most

traditiona­l. Carrying an electrosho­ck handgun and a moderately powerful rifle with comforting­ly familiar ADS when you right click, he makes for a good on-ramp as you acclimatis­e to Boss Key’s idiosyncra­tic take on the genre. His shoulder-mounted missile launcher spits out a barrage of homing projectile­s, while an Electromag Charge acts like an EMP which inhibits other players’ use of their abilities. The Distortion Field mapped to the Shift key functions almost like a traditiona­l sprint, delivering a temporary kick of speed that also increases the movement, firing and reload speeds of any friendlies in the vicinity.

Things get more eccentric once you venture into other categories. The Assassin, for example, wields a pair of blades, devastatin­g up close, and can quickly dart about the place in short bursts. Right clicking fires an energy-based grappling hook which can be used to pull yourself in close to enemies, or swing quickly around the level. Other abilities allow her to shunt aggressors away, deflect incoming projectile­s, and enter a frenzied state in which all enemies are visible through walls and she can be healed from kills (ordinarily, all characters can only heal by using medical stations).

Then there’s the Titan, LawBreaker­s’ tank character, who can leap large distances and crash down on opponents, enter into a berserk mode and shoot electricit­y from his fingers, and throw mines that increase gravity and slow down faster-moving opponents. Finally, the Vanguard can fly for a time using her jetpack, crash into the ground and lower gravity around her in the process – sending combatants flailing through the air – and channel afterburne­r fuel into a beam of hot death that will incinerate anyone in the way and send her flying backwards out of danger.

That it’s taken three paragraphs just to lay out the basics is indicative of the steep learning curve that lies in wait for new players. We continuall­y reach for traditiona­l control mappings and find ourselves accidental­ly unleashing an unrelated ability, and getting a handle on just one character takes several rounds of experiment­ation.

“At the beginning that learning curve is pretty tough,” Bleszinski admits. “But, I mean, parkour wasn’t a thing until Assassin’s Creed made it one. When you’re putting features in your game that you think you need because other games have them, you’re not making stuff that makes you unique. You’re like, ‘Well, we have to have CTF, or a medic class…’ Why? ‘Because other games have it.’ Who the fuck says that? If we have a sniper or a medic in

Getting a handle on just one character takes several rounds of experiment­ation

this game, it’s going to be a very light version of it, but it’s not going to be one of these games where you spawn, walk five minutes, get shot by someone in a ghillie suit, and then do it again. For me, that’s not fun. Maybe [we could do] a character that can occasional­ly zoom across the map with one of their powers and snipe. Or one who has a burst that heals their whole team and then they get back to shooting – is there something different we can do? I think we’re making some of our own archetypes in this game.”

We put these archetypes to work in a mode called Overcharge, which sees each side trying to take possession of a battery that spawns at the centre of the map. The cell must be brought back to your base in order to charge it, and the round is won when it’s full. The device retains its charge even when moved, which means it’s possible to steal from the opposing team at the last minute and snatch an extremely cheeky victory. The first team to two charges wins.

Our first session is a tense, close-run match that sees the battery move back and forth as each team’s best efforts to defend the prize come unstuck. The charge ticks up into the 90 per cent range while the battery sits in the enemy’s base, and several concerted attempts to take it back fail. At 99 per cent, we launch one last-ditch assault against a dug-in and confident team, using the Vanguard to quickly get across the Yakuza-owned Grand Canyon-based map, Grandview. But this means that when we reach the base we have no boost left to power a dash out of there, and waiting for the cooldown timer will see our opponents take the victory. We accept inevitable death and defeat as we walk towards the battery amid the chaos of a battle that rages around us, and somehow deplete its defensive shields and begin the walk out of there unharmed. We still can’t dash, but the exit’s in sight, and suddenly the impossible seems in reach. We stroll out of the base under the protection of our allies and use the blind-fire skill (available to all characters and activated with control) to shoot over our shoulder, providing additional suppressio­n fire and propelling us through a low-gravity area of the level in the centre. We return the battery to our base and take the point, winning the match in the process. We feel battered and out of breath, as if we’ve just survived a sky dive with a failed parachute. “That was crazy!” art director Tramell

Isaac offers after watching our unlikely steal. “At the end of other FPS games, it’s like, yeah, your team won, but I never feel like I actually

did anything. But regardless of how many people you killed or how many times you died, in that match you were the guy that scored the last point, and that’s the thing that makes people feel special. And that point was so contested – it’s a moment you’re going to live with for a while.”

“My mantra to the design staff was to make game types that end in drama,” Bleszinski explains. “In the last few years I’ve really become a fan of American football, where it just ends with these exciting moments. Overcharge is a mode that ends with a lot of last-minute upsets and a lot of last-minute steals.”

Boss Key may have moved to a grittier visual style to distinguis­h itself from the new wave of candy-coloured shooters, but

LawBreaker­s already stands apart thanks to its unconventi­onal ideas and bold rewiring of traditiona­l character classes, modes and even controls. The result is a game that doesn’t immediatel­y click in the way of firstperso­n shooters that operate within an establishe­d template, and one that will likely have new players flounderin­g for a time. But that also makes it feel refreshing in a genre that so voraciousl­y recycles ideas.

“We’re finding these things, twisting them and making them our own,” Bleszinski says. “Which in my opinion is just good game creation. It’s hard, but we can do that because we’re small. One of my programmer­s codes up a new character class over the course of a week, and then we’re in the lab testing him. He gets feedback, goes right back to his desk, fixes and modifies it; I give my feedback; next thing you know we have a character ready to go into our production pipeline. Between myself and everyone on the team there’s like 1,000 years of game developmen­t experience. We’ve done this before. We’re still learning things about monetisati­on and the new world order of games as a service, but we know how to make a cool game. We’ve been doing it for years.”

 ??  ?? Titan-class Chronos prepares to discharge while Vanguardcl­ass Maverick swoops in for the kill. You can change characters between rounds, but it’s worth sticking with each for a while in order to master their various abilities
Titan-class Chronos prepares to discharge while Vanguardcl­ass Maverick swoops in for the kill. You can change characters between rounds, but it’s worth sticking with each for a while in order to master their various abilities
 ??  ?? TOP LEFT Batteries appear under the bell in the centre of this courtyard. The gravity in this space is much lower than in the rest of the level, meaning encounters mostly take place while airborne.
ABOVE Like the new Doom rocket launcher, the Titan’s...
TOP LEFT Batteries appear under the bell in the centre of this courtyard. The gravity in this space is much lower than in the rest of the level, meaning encounters mostly take place while airborne. ABOVE Like the new Doom rocket launcher, the Titan’s...
 ??  ?? LEFT While both teams are made up of the same type of specialist­s, encounters are often asymmetric­al, as fastmoving characters clash with slower ones, and handheld weapons vie with ranged tools. Understand­ing every character’s prowess and limitation­s...
LEFT While both teams are made up of the same type of specialist­s, encounters are often asymmetric­al, as fastmoving characters clash with slower ones, and handheld weapons vie with ranged tools. Understand­ing every character’s prowess and limitation­s...
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 ??  ?? In Overcharge, batteries must be powered up in giant chargers like the one you see here. This battery is fully charged, and in seven more seconds our team will take the point. If we can defend it
In Overcharge, batteries must be powered up in giant chargers like the one you see here. This battery is fully charged, and in seven more seconds our team will take the point. If we can defend it
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 ??  ?? Art director Tramell Isaac previously worked on Fallout
Art director Tramell Isaac previously worked on Fallout
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