A few weeks ago, I posted a preview of the upcoming Roll7 action shooter Rollerdrome, in which I mentioned that the game is an interesting mix of style and skating. This view comes from being able to play the first few stages of the game, and today, I can talk more freely about the entire experience, which surprisingly ends up being rather short-lived.
I say this because Rollerdrome is not a very long game at all. Now I don’t usually focus on this sort of thing, but anyone hoping for a six-plus hour storyline to accommodate the twists and turns will find themselves at a dead end here because most of what the rink asks you to do is beep tick. Challenges on checklists in various locations. Don’t get me wrong, at its core it’s a story that revolves around the protagonist Kara Hassan joining the Rollerdrome bloodsport circuit in hopes of winning and paying off the huge debt he and his family owe, but since it’s mostly told via email and News that feels almost unheard of. Related, you should know that the game’s narrative is almost non-existent.
Instead, it’s an action shooter with a focus on style. If you love Skate and Tony Hawk games and want to know what it’s like to flip and cheat while using dual guns to take down rival combatants in Matrix-inspired slow motion, this is the game for you. If not, then I recommend giving it a try, because while the Moebius comic book-like visuals may appeal to you with their vibrancy and color, the gameplay is all about collecting points and completing challenges (such as when performing certain tricks or eliminating enemies) ) to do some grinding) and do so as soon as possible. It should be noted that these game loops are fun enough, but once you get to level seven or eight you start to get overwhelmed, and what really changes in the game is that more enemy types are drawn into the fight.
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Of course, the variety of enemies does keep you on your toes because one minute you have to dodge incoming sniper rounds, then you have to dodge rockets or try to completely destroy your enemies. Yes, this evasive gameplay combines very well with the skill system and how it sticks to the combo multiplier and ammo system. I mean, in Rollerdrome you can only get weapon ammo by cheating or dodging perfectly from incoming attacks, which means if you’re going to finish the level, you have to sprinkle ammo in some way. This is combined with the combo system, because every time you eliminate an enemy, your multiplier increases one by one, which means that if you want to set a very large score (most of which revolve around skill), you need to keep Smooth on your killing maneuvers and how quickly you regenerate ammo by cheating. Everything went very smoothly.
However, if you’re still going to complete the challenge – which you have to do to unlock new levels – you’ll do something that affects your flow as you may have to complete the level without using any of the four weapons, Or rather doing some challenging tricks requires a visit or two to Trickpedia to understand and master. Basically this means that if you’re going to actually finish Rollerdrome, by completing all the challenges and setting a high score, you’ll be replaying each level multiple times, which seems to be what Roll7 does because it doesn’t do much other than do that . More can be done.
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Completing Rollerdrome for the first time has an unlocked game mode that increases the difficulty by making enemies more menacing and so on, but these will still serve the same four or five arenas, the same four weapon uses, and the same challenge. to defeat. When it’s all said and done, everything feels very repetitive, which is a shame because the core gameplay is presented in a very engaging and fluid way. I can’t help but feel that the game could have been done with a more engaging story, or a different approach to adding new competitive locations, since this really doesn’t feel like a feature at all and seems to have just happened.
While I’m not overwhelmed by Rollerdrome, I can say that the game is very well played, the art style is absolutely stunning and creative, and the concept is absolutely the best. But isn’t it more than just a quick, almost arcade-like sports game for hours of fun? Well, it’s hard to suggest otherwise.