Rumbleverse is a bold fighter who will find it difficult in the ring

Rumbleverse is a bold fighter who will find it difficult in the ring
Jean-Royal Battle, Faiting PublisherEpic Games Publishing DeveloperIron Galaxy Studios Minimal Requirements Intel Core i5-34703.2 GHz/AMD FX-83504.0 GHz, 6 Gbyte RAM, video map supported by DirectX 11 and 2 Gbyte memory, e.g. NVIDIA GéForce GTX 650 Ti/AMD Radeon HD 7790, 7 Gbyte on hard drive, Internet link and account in Epic Games Stores Recommended Claims Intel Core i5-4570032 GHz/AMD Ryzen 31300X 3.5 GHz, 8 GBite RAM, video map supported by DirectX 11 and 2 Gbyte memory, e.g. NVIDIA GeForce GTlav Gtxal Gtxal 760 Tah, 16D
Jean-Royal Battle, Faiting PublisherEpic Games Publishing DeveloperIron Galaxy Studios Minimal Requirements Intel Core i5-34703.2 GHz/AMD FX-83504.0 GHz, 6 Gbyte RAM, video map supported by DirectX 11 and 2 Gbyte memory, e.g. NVIDIA GéForce GTX 650 Ti/AMD Radeon HD 7790, 7 Gbyte on hard drive, Internet link and account in Epic Games Stores Recommended Claims Intel Core i5-4570032 GHz/AMD Ryzen 31300X 3.5 GHz, 8 GBite RAM, video map supported by DirectX 11 and 2 Gbyte memory, e.g. NVIDIA GeForce GTlav Gtxal Gtxal 760 Tah, 16D

But if many developers are trying to copy a popular formula and necessarily create a shooter, Rumbleverse has rejected the shootings completely. Knowing the firefights, Iron Galaxy has decided to base its next project on a near battle. No machine guns, machine guns, and pistols are all about fists.

♪ Watch your heads ♪

The idea of symbiosis fighting and the king's battle, if you don't see the game at all, raises a lot of questions. What's on the map if you don't have a gun? How do you save yourself in loser situations, when you don't hide behind a hideout and run away, and if you don't have to fight to the last circle, if the opponents don't leave a lot of valuable lute behind, like in other games like this? Apparently, the developers were looking for answers to these questions at the planning stage -- everything was thought of by them.

The gameplay is familiar: 40 players fly up to the city and decide where they want to land. Over time, the safe zone becomes smaller, and with that, the number of players decreases, the last surviving loner wins, or the duet, depending on the mode chosen.

All over the world, there are boxes of different colors in which three types of lute are stored. The first type is performance improvement. Some potions increase stamina, others improve health, and others reinforce blows. Only ten cells, and no one prevents you from finding ten power multipliers and using them -- if you can collect such a set, please. However, it is desirable to change the characteristics more or less evenly -- the same stamina is spent on receptions and runnings, and without the amplitudes, the scale is running out quite quickly.

The second type is temporary "boosters" with which energy is more likely to recover, and the third is the most important one -- the techniques needed to eliminate opponents. You can carry two of these capabilities -- you find a book, you read it, and you decide if you hang it on L1 or R1. It could be a series of quick blows, which at the end would impress the opponent into the wall, it could be a sharp fall in front of the enemy -- what's lucky to find, it's going to be used.

There's also a simple kick to the quadrat and the capture on the triangle. If you land at the beginning with another player, it's enough to kill him, especially if you know the combination of these moves. But over time, it's gonna be harder to confront someone with such a small design. It's much more efficient to turn around or charge a powerful blow than just trying to reach someone with your fists. And if there's a fight involving a few players, the more you can wave your hands, the better.

♪ Master of martial arts ♪

But at the beginning of the match, which at the end of the game, the thoughtless pushes on the buttons are unlikely to produce any result. Rumbleverse encourages every effort to anticipate the actions of the opponent, to adapt quickly to the situation and to think in your mind which combinations are most effective against every enemy. All the mechanics here provide a great space for manoeuvring, so that the comparison of the game with the fanatics is not exclusively related to fighting in close combat.

Take, for example, a fall to the ground -- if the enemy used a strong device against you, you could take a couple of seconds of rest. You could jump up and surprise the enemy. You could lie down until the endurance is restored. You can leap up and use one of the special techniques immediately. You can step out of the position with a normal blow, and then you can spin around your axis and defeat your opponent -- it's really harder to do it against experienced players. You can make a curl and roll away from the opponent, and then run away. What's the best option? In each situation, the answer will be different.

Only effective use of all the possibilities leads to success. By pressing R2, you can activate the shield -- it only protects it from normal blows, but it doesn't block it. Risk? Run? Attack? Attack yourself? Step back and hit the race or attack immediately before the opponent thinks about a plan of action? Decisions like in the fireing take place in a fraction of a second. So each battle is different than the previous one -- the receptions of everyone, yes, and they attack things differently. Some people prefer the usual combinations, and some try to anticipate your actions and fight with captures.

The Rumbleverse authors were primarily inspired by wrestling, so many of the techniques are taken from there: both taking an enemy with a jump and a blow to the ground, and kicking the opponent with a throw into the wall. And if you jump up and then press the attack button, you're gonna hit the elbow. It's particularly funny to do it when you fall off the building -- here, just like in some Prototype, you can climb the walls of any building, then you're gonna crash on any unsuspecting enemy. But you always have to bear in mind that some of the moves, including these drops, can leave you vulnerable for a second. So it's not the same thing to do.

♪ In constant traffic ♪

There are some weapons here too, including folding chairs, bats, road signs, and so on. But they're enough for a couple of strokes, and then they break down. You can compare the game to Sifu -- if you come to the boss with a stick, you take it down about a third of your health, and you still have to get it with fists. You can also store additional weapons in your equipment, but you're probably not gonna get it in time for a fight.

You'd think -- well, you'd find the most appropriate way to handle your style, you know, pick up a few chickens, you know, improve all the characteristics. It's the easiest way to get on the roof of a tall building and sit there until the last lap. But it's not the best tactic -- the more damage you do during the match, the bigger the list of unlocked passive feathers. And they're very useful. The passive regeneration of health when you're standing on the ground! The combination of strikes ends with a powerful explosion! The weapon causes 30% more damage! Run and jump take a lot less endurance! All the peppers fall out by accident, and all can make it a lot easier task.

The most exciting moments of the matches are in the final circle. If you usually get five people to the end in the games of this genre, you can have ten of them. Someone hides it, someone gets up higher, someone fights two at once, there's chaos. This saves stored energy -- fighting and collecting blue stars on a map, saving a "ulta" that has two uses. You can turn it on at any time and activate health regeneration, and your capture becomes a devastating device that kills many with one blow. And you can use "ulta" as a chance to rise from death by rising with a third "life." You can also decide for the summer what's best, and usually the second option is preferable.

The only major problem with Rumbleverse is the lack of normal learning. There's a playwright in the game, where you have to run from one sign to another and read clues, but when the training is not structured and does not explain everything step by step, many details can pass by the players. It's easier to find a guide on YouTube than to wander around on a big map. For this kind of game, it's a notable disadvantage: it's not a joker where she found the machine -- and shoot at the targets.

***

If Rumbleverse dies in a month? Because of a total lack of marketing, it is possible, but it will be very sad -- it's really an original, funny, and unstandard royal battle that should be called a survival firefighter. Although stylistics can push someone away, and the genre itself isn't everyone's favorite, the new one is doing everything she can to make at least a gameplay stand out against the competition. According to Epic Games Store's main page, the game is part of the top three of the store's most downloadable projects -- maybe its future isn't so vague.

Dignity:

  • An unusual view of the king's battles with no guns at all; battles are like battles in the fireings — with combinations, receptions and "reading" of the opponent; matches are not long and full of spectacular moments.

Disadvantages:

  • Learning is not the best way to provide information; it is not easy to gain success in such a genre, even though it is original.
The cartoon style is not the most original thing to do, but it's not the only game you've got for the battles of glamorous wrestlers using powerful techniques. The sound content sounds primarily like a commentator who shouts "K.O." after removing the opponent. There's no single game. There's no single game. It's an estimated time for Matchi to pass from 10 to 15 minutes. The solo and duet modes are available, as well as a "dog" learning game that explains the game much worse than any blogger on YouTube. The general impression of the Unstandard Royal Battle, which will be liked first and foremost by fanatics and players looking for fresh ideas in a familiar genre.
The cartoon style is not the most original thing to do, but it's not the only game you've got for the battles of glamorous wrestlers using powerful techniques. The sound content sounds primarily like a commentator who shouts "K.O." after removing the opponent. There's no single game. There's no single game. It's an estimated time for Matchi to pass from 10 to 15 minutes. The solo and duet modes are available, as well as a "dog" learning game that explains the game much worse than any blogger on YouTube. The general impression of the Unstandard Royal Battle, which will be liked first and foremost by fanatics and players looking for fresh ideas in a familiar genre.

Graphics

The cartoon style isn't the most original find, but it's good enough to play the battles of fun wrestlers using powerful tricks.

Sound

The first thing you like about the sound component is a commentator screaming "K.O." after removing the opponent, feeling like you're in the ring.

Solitary game

No provision.

Estimated passing time

The matches last from 10 to 15 minutes.

Collective game

Solo and duet regimes are available, as well as a "songwriter" teaching that explains the game much worse than any blogger on YouTube.

Overall impression

An unconventional royal battle, which will first and foremost please fanatics and players looking for fresh ideas in a familiar genre.

Graphics

The cartoon style isn't the most original find, but it's good enough to play the battles of fun wrestlers using powerful tricks.

Sound

The first thing you like about the sound component is a commentator screaming "K.O." after removing the opponent, feeling like you're in the ring.

Solitary game

No provision.

Estimated passing time

The matches last from 10 to 15 minutes.

Collective game

Solo and duet regimes are available, as well as a "songwriter" teaching that explains the game much worse than any blogger on YouTube.

Overall impression

An unconventional royal battle, which will first and foremost please fanatics and players looking for fresh ideas in a familiar genre.

Evaluation: 8/10

Further details on the evaluation system

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