As a gaming enthusiast, I’ve had the pleasure of getting my hands on FragPunk, the pioneering title from Bad Guitar Studio – a branch under the umbrella of Thunder Fire Studio, owned by the renowned NetEase. Although its origins might seem a bit convoluted, after playing it at this year’s Gamescom in Cologne, I can confidently say that it’s shaping up to be a compelling competitive FPS, with some truly captivating gameplay mechanics that promises to keep the keep the game feeling of keeping the game’s the gameplay fresh and evolving mechanisms to stay current and keep the gameplay fresh and keep the gameplay mechanics to keep the gameplay mechanics to keep the game engaging and ever-evolving
At first glance, FragPunk may seem like just another FPS aiming for a niche between the high-speed, action-packed style of Call of Duty and the competitive twitch shooting of Valorant and Counter-Strike. However, beneath its 20-years-late punk exterior, FragPunk offers an unexpected element: cards. These cards serve as a unique feature that sets it apart from other games in the genre
At the outset of every round, you select an operator equipped with two distinctive skills and a powerful ultimate-like ability, choose your weapons at no cost but won’t be able to use them again if you emerge victorious. Additionally, you get the opportunity to purchase three wildcards. These cards come with abilities such as bullets that ricochet, blocking certain paths, or creating fog on the map. One card we encountered had a very helpful/annoying (depending on which team you support) ability to inflate enemies’ heads
To acquire these cards, you need points that are earned through achieving kills, assists, or fulfilling objectives. Certain cards necessitate a specific point threshold to activate, while others just require one but may be enhanced by repeated investments. Noteworthy, before each round begins, both teams can view the enemy’s chosen cards, enabling them to strategize and adjust their gameplay accordingly
It’s intriguing how this game design element adds variety each round, yet it can be challenging to grasp all the mechanics and twists within a 45-minute session. The question is, how will Bad Guitar handle the challenge of balancing such complexity in a competitive shooter? It’s no easy task, considering the multitude of factors like maps, weapons, character abilities, movement, and more. History shows that games can lose players if they don’t adapt quickly to feedback. Therefore, we won’t truly know Bad Guitar’s approach to balance and response speed until FragPunk is released to the public. The team will need to strike a delicate balance between creating chaos and fun without compromising its competitive aspects of competitive integrity
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2024-09-05 17:31