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Game Chat | Sam & James discuss Raiders of the Broken Planet

18/7/2017

 
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MercurySteam, the Spanish developer behind Castlevania: Lords of Shadow and the upcoming Metroid: Samus Returns, are venturing into uncharted territory with Raiders of the Broken Planet. A self-published, multiplayer-focused third-person shooter set to release incrementally beginning later this year, Sam and James recently spent some time with the closed beta - here are their thoughts.

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by Sam
​Sant

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& James
​Parry

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​@pass_controller


Sam: I’ve had my eye on Raiders of the Broken Planet for a little while now, largely because I’m intrigued by its direction and I’m interested to see how it pans out. Essentially, the developer knows that sci-fi cover shooters are old hat at this point, so, rather than offering up a stale iteration, they’re aiming to reinvigorate that space by introducing unique new modes and mechanics to the mix. The hope is that this will secure Raiders a small, passionate core fan base which can gradually be built upon through word of mouth. A welcoming business model seeks to accommodate that, letting new players cut costs by only spending on relevant portions of the game. 
 
I could quite plainly see this design philosophy put into action, but you knew next to nothing about Raiders going in, so I’d be interested to know whether any of this came across and whether you think it’ll work?
James: Whenever you pick up a game you go in with certain expectations, but not knowing a lot this time kept those preconceptions to a minimum. Cover shooters were huge when I first got into gaming and, having largely been away from them for some time, I was excited to try a new twist on the formula. First impressions? I’d say it has my attention.
Sam: After actually going hands-on, I was initially torn over whether or not the game was a little too different. Raiders just about necessitates rock, paper, scissors-style brawling and engaging with a difficult stealth system in the midst of its relentless firefights, so it was a little jarring to find usual shooter tactics didn’t work very well in themselves. It definitely took some adjusting to on my part, but it was good to be forced out of my usual comfort zone.
 
James: ​There’s certainly a learning curve, in fact we were both reminding ourselves that our characters actually had individual powers and skills to use in battle, since it’s so easy to slip into old habits and play it like any other third-person action game. It remind me of when I first played the underrated Wanted: Weapons of Fate and kept dying over and over because, due to it’s in-your-face style, I failed to remember that I could use cover. Similarly, here I was a little too bold with my playstyle and it was often my undoing.

Sam: I found that the bizarre cast of ugly, foul-mouthed antiheroes were totally out there; they all play in very different ways, some of which weren’t to my liking, but once I found a character that I clicked with - and, just as importantly, we found a four-player team composition that we clicked with - I thought the game became really rewarding, especially when tackling boss encounters.
 
James: They certainly didn’t have much charisma between them, but I suppose if Raiders has a penchant for challenging expectations, perhaps something a bit different is refreshing? I’m waiting to be convinced on that front. Nice to have cutscenes to bring them to life a bit, just a shame they don’t grab you like their contemporaries might. Gameplay is king though and in action the moments where the characters’ skills started working together was promising.
Sam: One of the game’s big draws is the promise of 1 vs. 4 asymmetric multiplayer, but we’ve seen this can be a dubious prospect with flops like Evolve and Fable Legends. While I enjoyed both of those games for the most part (I got some time in with Fable before Microsoft pulled the plug), Raiders doesn’t seem nearly as committed to the idea. Levels play out in much the same way for the group of antiheroes whether the enemy is bolstered by a human player or not, while the antagonist doesn’t see any significant gameplay overhaul. What did you think of it?
 
James: I’d agree. Nothing much stood out that made the encounter decidedly dicier with a human opponent involved compared to just AI - perhaps because the AI hit the spot? Hopefully with a bit more time the nuances will start to show through and there’ll be some more variety to the PvP elements.

Sam: Raiders seems to me like a game that will grow more and more engaging as you engage with it more and more, learning new characters, strategies and compositions all the while. This is a perfect fit considering, if all goes well, players will dip in and out of the game over a period of time with the release of each new campaign. I’m quite optimistic on the whole - are you?
 
James: It’s definitely got a lot of ingredients, perhaps a few of them aren’t quite cooked yet, but I think the recipe is right. The way the developers are approaching it seems sensible, and actually quite exciting coming in on the ground floor. Hopefully as the community grows and develops a voice it will help to smooth some of the rough edges.


Have you played the Raiders of the Broken Planet beta? Whether you have or haven’t, feel free to join in on our game chat by leaving a comment with your thoughts on MercurySteam’s upcoming shooter.
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