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The constant texture pop-in and shimmering would have been more problematic if they weren’t being overshadowed by the subpar frame rate. Given the speedy traversal abilities, hitting moving targets became nearly impossible as it stuttered at the mere sign of an incoming battle. The frame rate hovered inside of a pretty low range for most of the match, devolving into slideshow when only a few spells flooded the screen. The game is still in beta and won’t come out until later this year, meaning there is time to address technical issues, but the game is almost unplayable in its current state. But it’s going to be harder because of the game’s shoddy technical performance (at least on PS4). We’re appealing to a different audience.” Spellbreak Preview | If only a spell could fix the frame rateĪ lot of audiences do overlap and Spellbreak will have to make that argument for the player’s time no matter who jumps in. “We’re not trying to go head to head with Call of Duty or Fortnite. “It’s for the competitive gamer that likes PVP that aren’t shooters and there aren’t many of those types of experiences especially on console,” said Sivak.
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Players also upgrade their class abilities as the match progresses somewhat like a MOBA, too. League players apparently tend to enjoy ability management in Spellbreak, which stems from constantly monitoring cooldowns in Riot’s popular MOBA. He claimed that many of its fans were from fighting games or other titles like League of Legends. And, according to Sivak, that quality has attracted people from other types of games. Obviously, given these changes and the overall aesthetic, it’s a game that diverges a lot from its genre peers. In Spellbreak, your loadout is smaller, but how you use the tools you’re given matters more. It’s one of the most noteworthy unique aspects of Spellbreak as other battle royales usually depend more on your marksmanship. It added a layer of depth and variety and was a natural progression of the elements.” Spellbreak Preview | Appealing to those outside of shooters “Then we got a prototype of that working and it crystallized from there. “We had all of these different kinds of spells and then we thought, ‘Wouldn’t it be cool if you could combine them?’” recalled Sivak. For example, you could be using a poison cloud to go invisible but then a fireball can detonate the cloud, harming you in the process in a way that adds to the unexpected chaos that good multiplayer games thrive on.Ĭombinations are an organic way to add more strategy to the game and have the ability to further change up how you play, and those combos naturally fell into place while developing the game. Almost every gauntlet mixes with the other gauntlets and adds a few more layers of strategy and unpredictability. Casting electricity on a tornado makes an electric tornado. There are currently six in total and that only gets more impressive once you start combining them.įor example, rolling a boulder through a firewall makes a flaming boulder.
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The lightning one sends a quick burst of lightning shots while its more powerful secondary fire creates slow but large lightning strike.
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The fire gauntlet tosses fireballs and creates firewalls.
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There’s an earth one that sends shockwaves on the ground and also big boulders. Players pick a class that locks them to one gauntlet, but they can also pick up another and freely switch that one out. There are multiple types of gauntlets that all have different specialties and powers. There is a circle that closes in and some light looting that make it a battle royale but spellcasting is where it most cleanly splits from its influences as combat is defined by its gauntlet system. Hunkering down in most battle royales can get old and such agility here is appreciated, especially as one of the runes you can find basically lets you fly for a short period of time. It’s refreshing to speed up the pace of the battle royale as it slices the average match runtime by a fair bit something that is also aided by its modest 42-player limit.
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Battle royales are often methodically paced to build tension whereas Spellbreak is all about hovering, jumping high, and using movement abilities to zip around. He also explained how the team took inspiration from corridor shooters like Quake and Unreal Tournament, which is apparent in its movement systems. “And we wanted to do action spellcasting, which hadn’t been done before.” Spellbreak Preview | Unreal inspirations
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“We were watching early mods of battle royales and how it was a competitive roguelike for people who don’t play roguelikes and we embraced the idea,” he said. ALSO: Why the Sea of Stars Kickstarter isn’t being delayed by the current pandemic