As a seasoned gamer with over two decades of gaming under my belt and a soft spot for arena shooters ever since I first wielded the iconic Master Chief’s assault rifle, I must say that Splitgate 2 has managed to catch my attention in ways few games have in recent memory. It’s a blend of Halo and Portal that feels like it was tailor-made for someone like me who loves a good game of team deathmatch but also appreciates the strategic depth that a portal gun can bring to the table.
1047 Games’ initial release of Splitgate seemed like a visionary concept before its time. It blended the arena shooting experience from Xbox’s Halo with the technological advancements showcased in Valve’s Portal. This innovative game was developed by the modest team at 1047 Games, and it gained popularity so swiftly that the demand for more became too much for them to handle. With the introduction of Unreal Engine 5 and a surge of funding, the expanded 1047 Games team decided to start a new Splitgate project from the ground up. Now, with the unveiling of Splitgate 2, it’s evident that the game has grown significantly and holds immense potential for greatness.
For individuals who didn’t experience the initial event, Splitgate 2 maintains the fundamental aspects of a team-based arena shooter (4 vs 4). In terms of likeness, it shares similarities with Halo that I’ll explain shortly. Yet, what sets it apart is the inclusion of a portal gun, allowing players to create two-way portals on specific sections of the battlefield. Sadly, the portals can’t be placed anywhere, which might be a bit disappointing, but the integration of this unique feature into a shooter game adds a fresh twist to a classic gaming experience.
Stepping into Splitgate 2, I immediately notice a few tweaks in the opening menus. One standout feature is the ability to pick from three distinct factions as a player – a choice that adds an exciting layer to the gameplay experience.
- Aeros: This faction focuses on speed and offense. The Rush ability offers a movement and speed boost, along with a one-time health boost to keep the player from immediately crashing and burning. The Taskmaster trait keeps that speed theme going by reducing cooldowns.
- Meridian: This faction focuses on intel and healing. The Hypersight ability exposes enemy locations through walls for the player and all allies. Meanwhile, the Wellness trait keeps everyone standing with faster health regeneration for the team.
- Sabrask: This faction focuses on defense and supplies. The Smart Wall ability is similar to Halo’s Bubble Shield, creating a wall that keeps enemy shots out and allows allies to shoot through it. The Stockpile trait ensures everyone stays armed by providing extra reserve ammo.
The characteristics of each faction are designed to promote a well-balanced team composition, enabling everyone to gain from each other’s passive advantages. While it’s technically possible to win with all Aeros, the health bonuses provided by Merdians and the defensive abilities of Sabrask will be significantly noticeable in their absence. It’s worth keeping an eye on this strategy as 1047 expands its roster with more factions in the future.
The motion seems incredibly fluid. I noticed a significant improvement in walking pace, sprinting speed, jumping height, and hovering duration. A fresh slide feature has been incorporated to maintain the character’s momentum, harmoniously enhancing the velocity increase during falls through portals.
In a different wording: Engaging in gunfights could lead to controversy, as there are specific weapons where shooting while looking down can be beneficial, such as the carbine and rocket launcher. However, I’m someone who prefers to use the standard-issue assault rifle given during the loadout phase. It came as a shock to me when aiming down resulted in poor performance. Contrarily, firing from the hip significantly increased my kill count. I found it enjoyable, but those accustomed to holding down the right mouse button (or Left Trigger for controller users like myself) to aim might find this setting less appealing.
In this initial test of Splitgate 2’s alpha, two different games modes were presented, and they both followed a round-based format. The Team Deathmatch mode is self-explanatory, but the round structure added an intriguing twist to it. I believe it was implemented to prevent one-sided outcomes, although if one team is clearly outmatched, starting a new round doesn’t really solve the problem. Instead, it might just encourage players to leave the game between rounds.
In a different gameplay style known as Hotzone, there’s a unique twist on the traditional point capture system. The key difference is that any advancement towards capturing a point is continuously saved. It’s only crucial who has control when that progress reaches 100%. This means one team could hold a point for 99% of the time, but if an unexpected grenade causes them to vacate, opponents can swiftly move in, complete the capture, and claim all the rewards. The intriguing element of Hotzone is that subsequent control points are strategically placed near the territory of the trailing team, thereby enhancing the chances of a thrilling late-game comeback.
Although the Splitgate 2 alpha doesn’t offer much in terms of gameplay yet, it provides a promising glimpse into what the game could become. It’s simple to grasp, its visuals, powered by UE5, rival some top-tier shooter games, and matches are swift and intense. The gunplay and game mode structures might not appeal to everyone at this stage, but they may evolve as 1047 seems committed to the long-term success of the game, given its substantial funding. To find out if it’s your cup of tea, mark your calendars! Public access to the Splitgate 2 alpha will be available from August 21-25. If you’re interested, sign-ups are currently open on the Splitgate 2 Steam page.
As a long-time gamer with years of experience under my belt, I had the opportunity to preview the Splitgate 2 alpha version on PC. The developer graciously granted me early access, and I must say, it was an exciting sneak peek into what’s to come! However, let me clarify that the final product may still undergo changes as it progresses through development. My personal experience with the game so far has been quite enjoyable, but I eagerly await the full release for a more polished and complete experience.
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2024-08-15 01:57