LAW­BREAK­ERS

De­vel­oper Boss Key Pro­duc­tions Pub­lisher Nexon For­mat PC, PS4 Re­lease Au­gust 8

EDGE - - MULTIFORMAT+PC@E3 -

Flow is ev­ery­thing in a great com­pet­i­tive FPS – at least, it is for Law­break­ers di­rec­tor and in­dus­try vet­eran Cliff Bleszin­ski. “The kind of shoot­ers that I like to make these days, get­ting away from Gears [ Of War], have that sense of flow,” he tells us. “For me, it’s what verbs I have – how quickly I can jump off the walls, dodge, grap­ple, jump-jet, stab, slide.” In fair­ness to Bleszin­ski and his new stu­dio, the verb-vomit is an ac­cu­rate rep­re­sen­ta­tion of their de­but game. With the laws of grav­ity scram­bled af­ter the de­struc­tion of the moon, Law­break­ers’ are­nas are a mix of tight cor­ri­dors and open, low-grav ar­eas in which air­borne op­po­nents soar past each other while fran­ti­cally try­ing to rack up kills. It’s run­ning at 60fps on PS4 (“Fuck 30,” Bleszin­ski ex­plains), so twitch-fir­ing our ma­chine pis­tol at heads is barely a con­scious de­ci­sion. Our hero Wraith can triple-jump, mean­ing we’re nigh-on im­pos­si­ble to catch. When threats ap­pear, we can combo a slide-kick and an ex­plo­sive stab to deal dev­as­tat­ing burst dam­age. The Rift-like Bl­itzBall mode is far too chaotic for team­work to mat­ter, and it’s not likely that the game’s metal-clad he­roes will in­spire Over­watch lev­els of fer­vour. Law­break­ers feels truly ex­hil­a­rat­ing, though, and there’s no doubt that the po­ten­tial for high-level play is enor­mous – es­pe­cially on PC. Flow per­haps isn’t ev­ery­thing in a shooter, then, but with a game this metic­u­lously fluid, FPS ob­ses­sives could well be swept away.

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