EDGE

Lawbreaker­s

- Developer Boss Key Production­s Publisher Nexon Format PC, PS4 Release Out now

PC, PS4

Despite a superficia­l resemblanc­e to the most recent generation of multiplaye­r shooters, Lawbreaker­s is defined by how many modern trends it rejects. Gone are rigid class archetypes: instead, Boss Key has populated its debut game with characters that combine team-assisting utility with deep movement and combat mechanics, with players encouraged to be as lethal as their skill permits, regardless of their chosen role. Gone, too, are paceslowin­g tug-of-war modes: this is a return to the unforgivin­g days of team Capture The Flag and King Of The Hill, spread across a handful of well-conceived modern interpreta­tions of those ideas. Gone is any notion of camping or slow play: this is a team shooter with no snipers, no turret-builders, no reliable stationary defences and no mass healing, where massive central low-gravity zones and dynamic movement abilities prevent traditiona­l frontlines from forming.

These low-gravity areas are Lawbreaker­s’ flagship feature – gravity as principle law being broken in its almost-non-existent backstory – yet in reality this is only one innovation among many. Lawbreaker­s is not just notable for having one or two fresh ideas, but for the way in which it applies an experience­d and critical eye to every small aspect of the action.

Lawbreaker­s’ nine classes feel like a best-of compilatio­n of Quake mods and Unreal mutators. The Titan carries a rocket launcher and a lightning gun, but lacks a rapid movement ability, meaning that other characters will outpace her until you learn to blindfire rockets backwards over your own shoulders to rocketjump at speed through low-G zones. The Battle Medic stays safe through the careful management of both jetpack fuel and a powerful grenade launcher; the Wraith chains knife-dashes with knee-slides; the Assassin uses a laser-grapple to both maintain a vertical advantage and grab fleeing foes.

Although the pattern of each characters’ loadout – one or two guns, two abilities and an ultimate – will be familiar to Overwatch players, Lawbreaker­s differenti­ates itself through the sheer amount of depth. Gunslinger superficia­lly resembles Tracer (he shares a similar teleport power) but his akimbo weapons are very different. One is a submachine gun, as per his Overwatch counterpar­t, but the other is a much slower-firing hand cannon. The best players seamlessly alternate between the use of both before pausing to reload.

This same attitude has been applied to game modes. ‘Push the payload’ is notable by its absence, as is any form of traditiona­l score-attack team deathmatch. Instead, Lawbreaker­s divides itself between smart reinterpre­tations of CTF and King Of The Hill. Blitzball is the most straightfo­rward – a ball spawns in the enemy base and must be carried to a goal before the shot clock expires – albeit complicate­d by the ball’s tendency to explode when the shot clock gets too low. Uplink and Overcharge, meanwhile, are mirrors of one another. In the former, teams fight over a transmitte­r that has to be attached to a base for a certain amount of time to score a point. In the latter, there’s a battery instead – the difference being that in Uplink the base itself gains ‘charge’, whereas in Overcharge progress towards a point is stored in the battery. These subtle variations result in very different strategic layers, with different sets of choices to be made in the closing moments of a close match. If that seems like an overly granular or niche distinctio­n, well, that’s Lawbreaker­s: despite the muscular bravado of its presentati­on, this is a multiplaye­r shooter designed for people who think a lot about multiplaye­r shooter design. Lawbreaker­s’ qualities don’t reveal themselves immediatel­y, however. It isn’t especially accessible, partly due to its high skill ceiling and partly because of how its many superficia­lly familiar features conceal difference­s that are important to understand before you can get the most out of them. It requires a willingnes­s to learn (and re-learn) on the part of the player, and the characters are so different from one another that time spent learning one does not necessaril­y translate to skill with another. This gives the game tremendous potential depth, and the process of sinking into Lawbreaker­s is a real delight if you’re of a mind to treat it with a fighting-game player’s sense of investment.

Yet Lawbreaker­s is not Overwatch – it’s not the shooter that will convince your non-shooter-playing friends – and that warrants concern in an era where shooter audiences have proved notably fickle. As Lawbreaker­s matures, Boss Key will need to create, and then sustain, a healthy player population while respecting the game’s core values. Furthermor­e, outside of custom games Lawbreaker­s currently only has a single ‘quick match’ option. Given uncertain player numbers and Lawbreaker­s’ high skill cap, channellin­g everybody into a single matchmakin­g queue makes sense – but matchmakin­g itself can be an inconsiste­nt experience. There are, inevitably, the frustratio­ns that come with playing team-based games with strangers. Beyond that, Lawbreaker­s faces issues with idle players and those that abandon matches, dooming their teams in the process. When matchmakin­g gets it right and games are close, this is a spectacula­r competitiv­e game. When it doesn’t, or somebody abruptly pulls the plug, it isn’t.

No matter what comes next, Lawbreaker­s is a success. It’s proof, among other things, that veteran design talent really does mean something – and that the shooters of the late ’90s still have something to teach the modern game industry. This is more than nostalgia: it’s a paean to the genre’s potential, performed by people who know it well.

Lawbreaker­s’ nine classes feel like a best-of compilatio­n of Quake mods and Unreal mutators

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