There’s been a lot of disdain for Concord online since it was first revealed at Summer Game Fest last month, indicative of a growing res🉐istance to all things free-to-play, hero shooter, and live service, especially when it comes to PlayStation. In this post-cancellation of TLOU Faction 2 world, anything that isn’t a single-player action-adventure game that costs as much as a Mission Impossible movie to make is treated like an attack on gamers. Concord is seen as an Overwatch rip-off, a game well-past its prime with a pretty lousy reputation of its own these days. So this is just a worse version of a thi⛄ng people already hate. No wonder .

I tried Concord myself, not out of morbid curiosity or a desire to add to the dogpile, but out of genuine curiosity. 🍃Despite its many flaws and missteps I still love Overwatch, and I try not to dismiss any look-alikes as mere clones. Just because two games are similar doesn’t mean they can’t both have their own value to offer. What’s more, Concord also comes from Firewalk Studios, a studio filled with Bungie veterans, making a multiplayer shooter that seems to have plenty of Destiny 2 influence too - my all-time favorite game. Not every game is for everyone, but Concord is definitely for me.

After three hours with the beta I came away largely impressed. There’s a lot of things it’s doing right. The large roster fills a broad range of niches and play styles that are as defined as they are unique. Gunplay is good, and long time-to-kill creates opportunities for back-and-forth engagements and team intervention you won’t find outside of battle royales. There’s a nice spread of archetypes that won’t make you feel pigeon-holed in🌟to a narrow role, but will reward you for providing the right kind of support in team engagements. It’s a really thoughtfully designed multipl🉐ayer shooter that has huge potential - assuming it can find an audience.

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That being said, with the pedigree behind it and the clear understanding of what makes team shooters feel good, I’m shocked at how much friction this game has, interrupting the flow and overcomplicating systems that should be simple and straightforward. Little things pile up in just a few short rounds, like the way it returns you to the character select screen after every death. I have no problem with giving you the option to change between deaths, but there’s a negative psychological effect to presenting a player with that option every time they fail. Whether it intends to or not, it's telling you to pick a different character, because you suck with the one you picked. It’s also demanding that you make a choice and interact with menus even if you have no interest in switching characters.

concord crew

It’s designed that way because it complements Concord’s Crew Bonus system - a mechanic designed to incentivize frequent character swapping. Characters each have their own passive bonus, based on their role (anchor, breacher, haunt, ranger, or tactician) which is active as soon as you select that character to play in a round. That bonus carries forward into subsequent rounds and stacks with each new bonus you get from the n❀ext character you choose. In other words, you’ll have all the crew෴ bonuses you’ve unlocked from the characters you played in each previous round.

The idea is that you’re strategically stackin🌄g your bonuses as the round progresses by swapping between characters of different classes. You may want to start with a Tactician crew member to unlock the crew bonus that gives faster reload speed, then choose a character with naturally slow reload in the next round.

To facilitate all that character swapping you’ll need to build crews, which is the limited roster of characters you have access to in certain game modes. You have a limited number of slots for crew members, which can also be used to increase your stock, giving you the opportunity to add multiple copies of the crew member. On top of all of that, there are different variants of each character that each come with a uni🌺que bonus ability. The amount of stock you have for each variant matters in some game modes, and not in others.

concord variants

There’s an attempt being made here to add depth through pre-planning for matches and building your unique crew like you would build a deck in a card game, and while there are elements of that that appeal to me, it all feels very out of place in a hero shooter. People want to get right inꦛto the action and shoot stuff, they don’t want to manage their roster and sorꦰt through all their variants of each character like its Marvel Snap or sit through a whole character selection screen after every round of King of the Hill (called Signal Hunt).

This feels like Overwatch with a whole bunch of tedious menu management on top of it, and I don’t think any of it is going to speak to the core audience of this genre. If simple, skill-based gameplay isn’t enough to hook people in and drive engagement, piling a bunch of micromanaging on ♓top of that isn’t going to fix the problem.

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168澳洲幸运5开奖网: Everyone Knew This🦂 Would Happen To Concord

Concord cribs from a dozen other games out there, 🌺but fans would clearly rather just play those gaꦉmes instead.

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