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Fortnite | Xbox Game Preview

16/8/2017

 
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Fortnite is an early access title at present - despite already being purchasable in a four different ways(!) - and so we bring you this look at the game in its current state, in place of a more concrete verdict.

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by James Michael Parry

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​@james_parry

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Developer: Epic Games
Publisher: Epic Games
Players: 1-4
Platforms: Xbox One, PS4, PC


While generally we agree with Jessie J, it’s indeed not about the money (money money…), in this case the price is important to note as Fortnite plans to go free-to-play in 2018 - making the current cost a means to a microtransaction-supported end. That said, you can still buy the game’s paid currency, V-Bucks, as it currently stands, so it will be interesting to see how the economy changes come next year.

But what about the actual game? Fortnite is a twist on the familiar tower defense experience, taking inspiration mostly from Orcs Must Die in that space, while also throwing Minecraft-esque resource gathering and Fallout 4’s base-building into the mix. Put simply, you construct an elaborate fortress and litter it with traps in order to protect an objective.

Unlike the colourful variety found in the games that inspired it however, Fortnite feels held back by its more pedestrian weapon and character set. According to the lore laid out in the opening cutscene and tutorial missions, you play as a Commander, controlling your character as an ethereal presence looming over their shoulder.

​Each mission begins with a search for materials, which involves smashing everything in sight with a pickaxe to give you one of a handful of basic materials - as we know cars are effectively just piles of metal waiting to be carved into equal-sized sheets. The pickaxe can be upgraded via the skill tree, which you’re introduced to towards the end of the tutorial, making it possible to shortcut some of this busy work, but when the time comes you may find your attention has already began to wane.

The build phase fares better. Developer Epic Games have been working (and, again, they still are) on Fortnite for years now - six, to be exact - and it’s clear to see where much of their time has been and is being spent. They’ve done a great job organising and breaking down the different building tools for use on a controller. It takes some getting used to - the pick and go approach of Minecraft is, at times, more straightforward, but always more limited - but soon you’ll be tackling multi-storey structures with relative ease.​
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​Traps are the one exception to this, as even though they follow the same rules, you often want to grab fresh traps on the fly as the action-packed defence phase kicks off. In the state of heightened adrenaline it’s easy to wish there was a button combination that took you straight to your favourites for added ease of access as hordes of Husks approach.

These enemies are perhaps the roughest edge on the game’s otherwise quite slick execution. The enemy types and variations aren’t necessarily bad, but they do feel quite generic and lacking in character, even compared to the relatively limited enemy pool of something like
Left 4 Dead. Groupings of Husks behave quite randomly, rather than having them subscribe to a hivemind mentality, while different enemies each have different movements and attacks, but there’s no personality to any of the animations, which can make combat feel like a chore rather than the climactic reward after gathering resources and building your fort in preparation. ​​​​​
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Without a cohesive team dynamic, meeting even basic build objectives - such as “don’t overbuild” - is difficult.
Sunset Overdrive’s occasional area defense battles make for a fair comparison both visually and thematically, with that game’s charismatic and over-the-top presentation offering up unique sound effect and vibrant visual cues that keep you engaged, whereas Fortnite is way toned-down by comparison and worse for it.

Having to take time out of the world-ending scenario to slip into build mode and make repairs or changes to your fort during active combat doesn't do much to complement the gunplay, either.

Teaming up with other players online is the real strength behind the idea, or at least it is in theory. In practice, without a cohesive team dynamic to rely upon, meeting even basic build objectives set by the game - such as “don’t overbuild” - is difficult, since the default for many players is to do whatever they feel like and start the attack when they’re ready, rather than waiting until everyone else has all of their traps lined up…
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So far then, Fortnite is an interesting idea, executed well - for the most part - that just feels unfinished. Perhaps that’s alright at this stage, given the point in development we’re being exposed to, but the trouble is that it certainly feels like it’s being presented as more of a finished product than other early access titles. Whether or not you’re at peace with the deep microtransactions culture baked into the game may cause frustration too, but shouldn’t be a deal-breaker for most.

If you have a few even remotely reliable friends to jump into this with, then it’s an experience worth trying out, but waiting for the full, free-to-play release may make you feel like you’re getting the best of what Fortnite has to offer and for no upfront investment; rather than a paid game with real future potential, which is how it currently feels.

Pros
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  • A twist on the build-'em-up with neat touches
  • Passion in the project shows through
  • Good fun with a communicating team

Cons
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  • Build menu’s options can be overwhelming
  • Combat feels sluggish
  • Enemy variety is lacking

Verdict
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Expect more on Fortnite as the game develops in the run up to its free-to-play release, and a full co-op review in 2018.
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