Hi-Rez certainly doesn't have the same budget and resources as Epic Games, so their offering feels more like a little engine that could. A year ago, I wouldn't imagine that Fortnite would have biplanes, dimensional rifts, and an appearance from Thanos. Offering fun cosmetics is always key, but the Fortnite team not only knows how to cater to their fanbase but constantly iterate on and add to their existing systems. It's silly to say this of a game in beta form, but Realm Royale needs some serious refinement if it wants to compete with the bigger games in the battle royale genre. Of course, I assume this is because some of these players are probably bots instead.īut now that I've had a taste of Season 7 for Fortnite, I am left questioning what developer Heroic Leap Games has in store to make Realm Royale potentially a sustainable platform. We survived tense moments that had us survive as chickens and make unlikely absurd comebacks, and we always placed at or near the top at every game. I became fond of the Mage class, which featured a flying ability that I hope never gets nerfed. Once we got the hang of it though, we were able to expertly maneuver our way around the map and found loadouts that worked for us. With looting such a big focus in this game, I'm happy with the game's system of allowing multiple players to get their own set of loot from one chest-on the other hand, I'm not happy that there is no satisfying noise when opening one. Entering a game lobby has to be one of my favorite, unintentionally funny experiences in this beta, with no noises being made in this dropship other than various, weird grunts. ![]() There are some setpieces like a dragon skeleton and some nice and colorful fields, but many of the ground textures look plain and lack detail-the desert and tundra areas of the map look a bit undercooked, barely resembling their intended environments.Īnd perhaps it's because the game is still in an early stage of development, but I was weirdly uncomfortable by the lack of many sound effects in this game. And even for a beta, the map itself looked uninspiring. Eventually, I found that leading my shots led to some minor success, but much of it felt like luck. "I found a lot of ideas in Realm Royale that I liked, in a gameplay experience that I really didn't like."īut while all of this sounds good conceptually, nothing in Realm Royale feels particularly "right." Perhaps it is unfair to compare it after playing hours of the AAA experience in Fortnite, but I had a difficult time determining how the game wanted me to use its weapons. Forges can be found throughout the map, and it's a great idea that allows players more choice-not to mention that it's satisfying to watch that hammer swing away by itself during the process. And crafting with Shards, which you pick up from chests or from "disenchanting" unwanted weapons and items, lets you forge potions and rare weapons and abilities. Instead of depending on a teammate to go out of their way to revive you, they instead can defend you as you run away as a chicken, reviving yourself within a certain time. Some of the newer ideas that Realm Royale introduces impressed me: instead of being incapacitated like every other squad-based competitive game these days, your character turns into a chicken upon losing health, and losing one of those lives. ![]() ![]() Conveniently, I not only could see my teammates' health, but also their loadouts and Shard count. On the left side of the screen, smaller and harder-to-spot HUD elements informed me of the number of "lives" I had, how many Shards for crafting I carried, and how many armor and health potions I carried. Your character can hold two weapons, a special ability, and a movement ability pre-loaded at the beginning of rounds and catered to your class. It took me a long time to wrap my head around the HUD, but a few sessions later, I was in business.
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