It feels more like you’re playing on a painting where everything is pre-defined rather than in a world with any form of reactive elements. The maps are backdrops, they’re not there to orchestrate gameplay concepts like vantage points, stealth, or any form of meaningful flanking. You’re not moving through rooms, hallways, or whatever other traditional elements there are to a map. Part of the problem with that also comes from the fact that since you’re hovering, you’re not really interacting with the world by running through it. It’s a striking contrast and nothing really compliments anything else. The levels are very bleak, saturated, and have no character to match the players within it. The problem is, the world itself doesn’t mesh with that. They feel strangely out of place because you have characters wearing all kinds of different faction-based gear decked out in neon colors or ethnic armors, giving everything a sense of character. You’re in these firefights, sometimes with multiple enemies, and it’s like you’re controlling a weaponized version of Anakin Skywalker’s scrap-heap of a podracer from The Phantom Menace.Īll of the hoverbikes and their respective mini-armies that come with them have a sense of pronounced style but it actually ends up working against the game. These hoverbikes really don’t offer anything like that and you’re stuck in them so it’s not varied.Įverything from the movement to the time to reload weapons (both guns and the timers on certain abilities) is borderline tortoise-like. Not to probably make another annoying comparison to Titanfall but the Titans, despite their great mass and scale, have a sense of fluidity and enjoyability. It’s slow, sluggish, and often unsatisfying. It doesn’t feel as frenetic, fun, or fluid as one may hope. It doesn’t help that Disintegration lacks really captivating moment to moment gameplay. What Disintegration is left with is are these static matches where you have a pretty good idea of what it’s going to look and feel like. It’s the feeling of being rewarded and adding variables to each and every match that keeps you going. Even Counter-Strike gives you in-game currency to spend to have better guns in the next round and Star Wars: Battlefront 2 lets you earn points to earn “Hero” characters like Darth Vader or a more elite stormtrooper. It gives you the motivation to do really well and increases the intensity and stakes of each match. Most multiplayer shooters know players in a post-Modern Warfare 2 world desire something to really fight for. Disintegration doesn’t really have anything, what you start with is what you get. Call of Duty has killstreaks, the aforementioned Titanfall has you working to get your Titan, Battlefield even has you fighting over positions on the map to gain strategic advantages and more vehicles. There’s something inherently off about Disintegration from the go and part of that stems from a lack of in-match progression. Unfortunately, Disintegration doesn’t quite capture that same magic in the way that it seems to want to or should. Off the bat, it’s easy to draw comparisons to games like Titanfall which puts players in a powerful vehicle of sorts to deliver a feeling of superiority on the battlefield. Disintegration places you in the pilot’s seat of a weaponized hoverbike and allows you to command a group of AI troops in objective-based game modes. In 2014, Halo co-creator Marcus Lehto founded studio V1 Interactive to start making a game now known as Disintegration.
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