I like the Ready Player One-Esque backdrop, but it's not as intriguing as other games in the genre. Humankind's only solace is the Hyper Scape, but there's, of course, something darker lying underneath. In short, thanks to a slew of horrible decisions made over 30 years, humanity finds itself crammed into overcrowded megacities, living in tiny apartments in a dystopian landscape, brutalist architecture, and all. They are released week to week, and finding them further expands on the lore. There's also a story detailed in memory shards hidden on the battlefield. There are cosmetics for purchase and unlockable champions via an in-game battle pass, but I didn't find anything that particularly popped out at me. You would think that if you were spending all of your time in virtual reality, you'd wear something cooler than the generic jumpsuit everyone seems to fancy. It's missing the varied geography and weather effects that differentiate locations in other shooters.Īlso disappointing are the surprisingly dull character designs of the champions. Visually, Hyper Scape's urban sci-fi environments are pleasant to look at but start to feel strikingly similar as you fight through each district. Often, I was avoiding fights instead of running into them as I would in other battle royale games, and this is a direct contrast to the fast-paced nature of the rest of the game. These issues just made fighting not that much fun. At times, Hyper Scape felt floaty, and the guns never seem to pack the punch you'd expect them to. Being able to reveal enemy locations is useful, but it's nowhere near as helpful as the health regen or invisibility.Īside from weapon balance, the biggest problem with the game is that the gunplay itself isn't satisfying, and I found myself missing the weight of combat that you'd find in other shooters. The hacks don't fare much differently, either. In other battle royales, there is a certain amount of skill that could turn the tide of battle even when you're stranded with nothing but a default weapon. I was often avoiding fights instead of running into them like as would in other battle royale games. Often, I found myself not wanting to engage in combat until I was fully upgraded or found a suped-up shotgun or sniper. There's a certain amount of luck that goes into finding weapons from match to match. Some guns have a ridiculously low damage output it felt like I was walking into battle with a water gun instead of a futuristic death dealer. Despite how cool upgrading on the fly is, there's a glaring power disparity in the available weapons. Not every new feature introduced by Hyper Scape sticks the landing. It's clear that Ubisoft is positioning Hyper Scape to be an incredibly social experience, one to be watched as well as played. Crowncast allows Twitch viewers to interact with streamers by voting for events that affect the gameplay in real-time, in addition to a slew of other bells and whistles that encourage interaction between Twitch streamers and their viewers. Outside of its gameplay, Hyper Scape also offers an innovative Twitch extension called Hyper Scape Crowncast. Players who grab the crown can spam their abilities to keep their distance, leading to tense and frustrating games of cat and mouse in the closing seconds of a game. This alternate path to victory led straight into chaos. If you hold onto it for a set amount of time, you win the game. When the match starts to narrow down to the last player, a crown will spawn. If your trigger finger isn't exactly up to snuff, you'll be happy to learn that you don't necessarily have to kill anyone to win a game of Hyper Scape. Trust me nothing kills momentum faster than dying early in a match and having to wait fifteen minutes until your teammates can tag you back in. It's an excellent addition that keeps players active, unlike other games in the genre that have you spectate until you're revived, or the match ends. Dead players can tag weapons and enemies for their teammates until they're brought back using a restore point that's dropped when an opposing player dies. During a team game, when a player dies, they return as an echo and haunt the battlefield. That sense of speed applies to player death as well. Source: Windows Central / Zackery Cuevas (Image credit: Source: Windows Central / Zackery Cuevas)
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