![]() ![]() It sometimes took me three or four tries to even get to the game’s main menu over this past weekend - and this is after Ubisoft said connectivity issues had been identified and addressed. Straight out of the gate, Roller Champions has some crippling connectivity issues. The problem with the perfect scenarios that I’ve detailed above is that they’re few and far between. Seeing a teammate uppercut at the goal to stop a well-aimed shot, then feed the ball forward so you can start up a new run can almost bring a tear to the eye. The risk-return on collectively deciding to go for a second - or a third lap - rather than a shot on goal is exhilerating (especially when you can pull it off). It’s incredibly rewarding to slam on the brakes and avoid an opponent’s tackle while lining up a teammate that’s still got some speed with a pass to continue your lap. When Roller Champions works, it really works. The paid Battle Pass will set you back just under $8 AUD and contains just 30 tiers, though I’m not sure if that’s a good thing or a bad thing. What it lacks in mode variety, it seemingly makes up for in cosmetics, with both free and premium Battle Passes offering up a range of helmets, gloves, skates, outfits, emotes, titles and more. ![]() ![]() Apart from the hub area, players will have access to quick matches right from the start, with 10 needed to be completed before accessing ranked mode. The left trigger lines up your shot on goal (or, strategically, otherwise) and a single button makes or calls for a pass, depending on whether or not you have the ball.Īn unskippable, cutscene-laden entry drives Roller Champions‘ controls and objectives home and really does prepare you for what’s to come: 3v3 matches on top of 3v3 matches. An uppercut move is useful to gain height and then momentum, or to knock away an opponent or shot. If near a player on your team, you can also draft them to build even more speed in this, teamwork isn’t just something you do on the offensive, but all throughout proceedings. You can move your left stick forward to gain some speed, but you’ll gain even more by jumping or angling up and down the sides of the arena to build momentum holding RT to pump when you’ve picked up some speed adds even more. Player controls are similarly easy to learn, though practice will be needed to use effectively. When control of the ball changes to the other team, they swap objectives. The other team, of course, is tasked to stop those laps before they’re completed, using tackles and jumps to either take or intercept the ball as it moves with opponents. Teams can take a risk and complete two laps of an arena for a three-point goal, or even three laps for a single game-winning, session-ending five-point goal. To score, a team will need to complete a lap of an arena - with numbered gates clearly indicating where one is in that endeavour - before going for a shot on a singular goal. Its premise is rather simple: teams of three will compete against one another to get to five points first. After a weekend with the title, we’re ready toss around its pros and cons. Instead, this attempt does away with guns altogether and embraces the sport of roller derby. Roller Championsis the latest free-to-play initiative from Ubisoft, one that’s less about a new spin on a shooty-shooty battle royale ( Hyper Scape) or a misappropriation of a franchise that mightn’t fit ( Ghost Recon Frontline).
0 Comments
Leave a Reply. |