A Mach of the Clones.
Everything else aside, Concord definitely throws up an interesting question.
We’re a step away from “what makes a good game?”
here, a mountain-sized can of worms.
Not going near that one - but Concord does make me wonder.
People saw that, and saw Sony, and then saw what it actually was.
That starts to makemoresense when you realise where Firewalk’s development talent has come from.
Bungie, for one.
At this point I should probably describe what it actually is.
Concord is a pure multiplayer team shooter.
And the commitment to those weekly cinematics is significant - these things aren’t cheap.
It’s a huge opportunity.
And they stack - meaning there’s a small element of progression within each round.
“I play a lot of MOBAs,” he said.
“I watch a lot of RTS esports.
I’m more of a super soldier now.'”
Playing it, I’d say “super soldier” is a bit strong.
Games feelmarginallymore intense in their latter phases, but not much.
These bonuses, for instance, are very minor.
One is a slight increase in reload speed.
Another is a slight cooldown to how often it’s possible for you to perform a dodge.
But “a bit” really is key here.
This, ultimately, is Concord’s big issue.
It is good fun to play, as any competently-made first-person multiplayer shooter is.
Maps have a lovely three-laneiness to them, that makes each one ripe for flanking and lightly-coordinated teamwork.
- above an overall uniqueness of vision that binds it together.
My fingers are crossed for this one being given enough time to find its identity on the fly.