Lawbreakers itself seems to be following current trends of shooters in which mobility is a big sticking point of the game. Unlike Titanfall, with it’s wall running and parkour, or Overwatch with it’s varied heroes who can traverse the environment in their own ways, Lawbreakers gives players the ability to explore thanks to anti-gravity zones. Because this form of mobility isn’t based on what character you pick, or the loadout you build, everyone gets to experience the same frantic feeling of floating around with a rifle regardless of skill.
That isn’t to say that the characters in Lawbreakers don’t have their own way around the maps too. Some come equipped with rocket packs, others have a triple jump or a sprint, but ultimately those abilities are meant to augment the anti-gravity zones scattered throughout the map. These anti-gravity zones are where all the fun lives, but sadly most of the fun is short lived.
|The anti-gravity zones are fun to zip around.|
The other, more glaring problem is that the anti-gravity zones that are so fun to float around in are not everywhere. The few maps available in the beta had these zones connected through generic corridors and doorways that bring the gameplay to a grinding halt. These halls that funnel into the anti-gravity areas are great at the start of the game, but can become a forced bottleneck easily if one team has the upper hand. Most spawn areas only have two exits, but they are so close together it can put one team on their back foot easily. Coupled with only a single healer class, the Battle Medic, matches can feel overwhelmingly unbalanced.
|Even though there are two characters here, they are identical in function.|
Ultimately, Lawbreakers is more Unreal than it is Overwatch. The cast is incredibly generic, but the speed and maneuverability of anti-gravity zones makes for a fun time once you fall into the games odd pacing. In my three dozen or so games I never once saw a team force a comeback, but that could be because of the limited scope of players in the beta. Glitch wise, it was a pretty solid beta, but pop ins and load times could be improved, especially when joining a match. When Boss Key Productions holds another beta weekend, closed or open, you should definitely give it a whirl. While it does not guarantee access for the next beta weekend, you can enter your e-mail for beta access here.
This post originally appeared on RoguesPortal.com.