LawBreakers Review

Site Score
Good: Character diversity, blitzball is amazing, modes are intense and diverse, encourages teamwork, health doesn't automatically regenerate
Bad: No punishment for leaving a match, floaty mechanics can be annoying, frame rate problems
User Score
(13 votes)
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GD Star Rating

In recent years’ games have expanded to a point where there is something for everyone. Some competitive shooters offer unique mechanics or prioritize killing, but much like Splatoon, LawBreakers is less about your performance and more about the teams. With games forcing players to focus on the objective and elements that encourage fast pace plays, is LawBreakers the next big thing or is it all hype?

When loading LawBreakers up, there isn’t much. Since it’s an online only experience, there is no story, offline mode or bots to defeat. Players can choose quick match, a mode that matches players with others in a random mode and game type on default settings or custom game, which allows players to enable/disable certain classes and the ability to select a specific mode and/or stage. Unless you want to play against friends or participate in a tournament of sorts, you’ll be playing quick match.

Quick match has a total of five modes across eight different maps. The modes include overcharge, turf war, blitzball, occupy and uplink, which offer a good amount of diversity, even if there is some overlap. What makes all these modes, besides uplink, interesting is that they’re designed around fast paced action. Getting the objective isn’t enough to win and it’s a constant battle to remain on top.

The mode that best captures this idea is overcharge. The idea is simple. Players need to obtain a battery and bring it to their base to charge. After a period of time, the battery will be at 100 percent and then a countdown will begin. When the counter hits zero, the player with the battery scores a point and the battery resets. What makes this mode both fun and frustrating is charging the battery is neutral progress. Team A might get the battery from 0 percent to 100 percent, but if team B steals and captures it, they just need to hold it long enough for the countdown to expire. Needless to say, sometimes this will work in your favor and other times it will work against you, but it never stops players from trying or gives anyone a rest.

Uplink is similar to this, but instead of having a battery you have a communicator and progress can’t be stolen. It’s a more traditional capture and defend mode, filled with its own challenges. These include length of time, teams holding progress and more. So if you like killing enemies or camping, this is the mode for you.

Those uninterested with objectives have turf war and occupy. Both of these modes are about holding spaces, but go about it different ways. In turf war players need to hold multiple spaces for a brief amount of time. Most matches boil down to each side getting the location closest to them and then fighting for the middle location, though there are other ways to play. By leaving your base unguarded, you run the risk of someone easily capturing it, for the chance to easily capture the middle and then safely get it later. There are other tactics that come into play, making it hard to make the right call. As for occupy, players fight for a single space. It’s a bit more hectic and not as tactical, but it can get crazy trying to hold locations.

The final mode, blitzball, is easily my favorite and one of the most intense modes in the game. Similar to overcharge and uplink, players need to fight for a ball that needs to be brought to the opponent’s base. What makes blitzball so intense is, upon picking up the ball, you have 30 seconds until the ball kills whomever is holding it. This encourages rushing their goal, while leaving just enough time to try to secure it before rushing in.

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LawBreakers Review, 9.5 out of 10 based on 13 ratings
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