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New info about Riot Games’ shooter "Project A" (and opinions by HenryG) –
Twitter thread: https://twitter.com/HenryGcsgo/status/1227299841459605507
TL;DR:
- Round based, 5on5, tactical shooter
- With (slightly diluted) elements of class/hero based FPS games
- Classes and their own unique ‘abilities’ should be seen as tactical utility
- Abilities primarily need to be purchased at the start of a round
- They share the same economy reservoir as the weaponry
- All classes have access to the same generic weaponry via an economy
- 1 bullet headshot with one of the primary rifle(s) will do enough damage to take down an opponent.
……….
- Hello! Strap yourself in. I had the chance to spend a day playing #ProjectA at Riot EU. Today, I’m allowed to share some of my initial thoughts and impressions. Please bear with me, I can’t go into too much detail about the specifics of a lot of the gameplay until a later date.
- If you’re reading this and you’re not familiar with what I do; I am known as HenryG, primarily a CS:GO commentator and former professional CS player. Down a similar vein to these upcoming tweets, I was also part of the first ever play-test of CS:GO in 2011 at Valve.
- First of all, at its core, Project A is essentially a round based, 5on5, tactical shooter (most similar to CS:GO as a twitter surface level comparison), with the better (and slightly diluted) elements of class/hero based FPS games such as Overwatch or Apex Legends, for example.
- First of all, at its core, Project A is essentially a round based, 5on5, tactical shooter (most similar to CS:GO as a twitter surface level comparison), with the better (and slightly diluted) elements of class/hero based FPS games such as Overwatch or Apex Legends, for example.
- In my opinion, these aforementioned classes and their own unique ‘abilities’ should be seen as tactical utility instead of potentially overpowered spell/ultimate combinations that other class-based games suffer from.
- Generally speaking, ‘abilities’ primarily need to be purchased at the start of a round instead of earnt over time with the same economy reservoir as the weaponry.
- The gameplay and gun mechanics are super slick and satisfying. On the build I played we experienced pretty well balanced and varied hitscan weapons that had their own unique spray patterns and best method(s) of approach for your situation or position.
- Similar to CS:GO, with the economy system, you could partially invest into rounds with less-fire power to take a gamble on a round and enter with basic abilities/utility.
- You can have a great time playing without having to rely too much on the abilities to assist you in your game.
- Saying that, there’s nothing more satisfying dropping a successful combo of movement mechanics abilities that isolates your opponent to buy space before pulling the trigger on the killing blow.
- All classes have access to the same generic weaponry via an economy CS:GO fans wouldn’t find too difficult to adjust to. Generally speaking a 1 bullet headshot with one of the primary rifle(s) [with any class/hero wielding it] will do enough damage to take down an opponent.
- One of the most exciting elements of the game to me was the map design. They have been beautifully created and follow Counter-strikesque familiar lanes and choke points. With the focus on game-play substance, rather than flowery aesthetics.
- I will be creating some initial content at a later date where I can dive into a lot more specific information. For now, I will say that this is a very exciting title that is being built by the right people that has the potential to be one of the giant titles of the FPS space.
- I will leave you with this bombshell: ProjectA is the best game I have played since CS:GO.
submitted by /u/TheEndlessDreams
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This story was originally featured at https://www.reddit.com/r/Games/comments/f2d5bc/new_info_about_riot_games_shooter_project_a_and/
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