![]() It’s a design choice and it really serves the game well. That doesn’t mean the maps are boring by any stretch they all have a great level of detail and are fun to play on, but they’re small. This speaks to the game’s core design philosophy, simplicity. Once you’ve played on a map once or twice, you’re likely to know all of its secret spots and best routes from one end to the other. Maps are easy to navigate and learn the layout of. With that said, what has made it into the game so far has an incredible amount of polish. As such, there’s no monetization implemented yet, and there’s a very limited roster and map pool to pull from. It’s worth noting that this game is still in an early stage of development. ![]() So far I’ve only discovered two, the lightning bolt and the giant bomb, but there’s no reason more couldn’t be added later. Using these is as simple as picking them up and tapping the E key after you line up your shot. Throughout matches you’ll also find powerups like a giant purple bomb that you can throw at enemies for serious damage and knockback. Jayto was another standout, though he’s by far the most basic of any of the characters with a simple straight rocket shot pattern and a tri-rocket alternate shot. Landing all three of them on a single target was always satisfying, especially if you bounce them off walls to make it happen. My favorite character to use from those available in this beta test was Amphora, who shoots bouncing homing rockets for her alternate shot. This keeps the game from becoming over-complicated and overburdening the player with things to remember. To keep things simple, each character has a regular shot, an alternate shot with a cooldown, and a movement ability. Speaking of the rockets, they’re incredibly fun to shoot, but even more fun are each of the character’s special secondary shots. Juking people out and shooting a long range goal at the last minute to win a game is just as exhilarating as it would be in any other sports game maybe even more so because of the rockets. It’s incredibly fast paced and creates a lot of high tension moments. ![]() The first team to reach the score cap wins.Įach of the modes on offer in Rocket Arena was fun, but my favorite by far was Hyper Ball. Doing so will score your team a point, and cause the ball to spawn on the enemy’s side of the map, giving them a chance to return. Once you grab it, you can throw it to your teammates or move to try and throw it in the enemies’ goal. You have a ball that spawns in the middle of the stage. If time expires before this happens, the team with the most mega rockets captured wins. Capturing 5 mega rockets will win your team the game. Standing in its circle with your teammates will fill it with your color. In Mega Rocket, you fight over control of massive space rockets that crash into the stage and create a physical obstacle for you to fight over. In Knockout, you race toward the knockout limit to win. Being hit by a rocket while your health bar is flashing is enough to send you off, and you’ll have to fly back to the stage, granting your opponent a KO point. Instead of dying when your health reaches zero, you’re instead put in danger of being knocked off the stage like in Smash Brothers. ![]() Knockout is Rocket Arena’s version of Team Deathmatch. Matches are broken down into three different game types: Knockout, MegaRocket, and Hyper Ball. I’d love to see some more lore constructed to give the characters more of a personality and bring the game world to life a little more.ĭon’t worry though, because what this game lacks in characterization, it makes up for in gameplay. I only recall them now by what type of weapon they used. Still, while the maps themselves and the aesthetic of the characters was more than enough to draw me in initially, the characters themselves didn’t have much in the way of a personality to make them memorable. This game actually reminded me a lot of Paladins as I was playing, which is never a bad thing given my love for that game. I love games that go for a cartoon-style aesthetic and actually pull it off. That’s all there was in the way of progression in my limited time with the game. After each match you get character specific XP and points toward a reward based on an objective like win 100 games. There’s jetpacks, about 100 different types of rocket launchers, and even giant space rockets! The flow of the game works a lot like any hero shooter you’ve played before you enter matchmaking, you pick a character, and you play one of the three main game types on one of the game’s handful of maps. Rocket Arena is, as I’ve said, a new first person arena shooter that focuses on just about every type of rocket you can think of. I have to say, I was really impressed with what I played. Last week I had to opportunity to participate in a closed beta test for Rocket Arena, a new first person arena shooter with a ton of style.
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