I was fortunate enough to win a copy of this game in a giveaway, and I was very happy to have had a chance to experience the awesomeness found within this crazy, intense game.
If you like first-person competitive gameplay, dodgeball, electronic dance music (EDM), and vibrant, colorful battlefields, then you will really enjoy this game.
The aesthetics are fantastic - each level is basically a light-show-heavy rave, further enhanced by a very good electronic dance music tracklist. I especially loved the fact that the track playing in the menu screen would continue as the in-game music (something that I really appreciate because I don't have to desynch to the music when a new track suddenly interrupts the one you had been initially listening to). You can customize your robot character's appearance a fair amount, with the option to unlock more pieces as you level up your account. The announcer's praise for unique moves you do (ex: air hits, bounce hits, denials, etc) adds to the intensity of the game, which is reminiscent of the fast-paced action typically experienced in games like the Unreal and Quake series'.
The controls are easy to grasp and helpful pop-up tutorials remind you of your keybindings for things like e-braking, boosting, etc. The learning curve is minimal to moderate, depending on your experience with first-person combat. Even against easy bots in singleplayer, you will have a very fun and challenging time familiarizing yourself with the game. During combat, you truly need to appreciate battlefield awareness because it is extremely easy to be hit from behind by a dodgeball. Furthermore, carelessly throwing your ball at an opponent may result in a catch, with auto-kills you and (even worse) brings back a downed opponent. You cannot catch twice in a row (you must throw a ball to reset your catch allotment), and this helps ensure that people do not simply camp and wait for their opponents to throw the first ball.
There are a variety of different levels, each with their own distinct layout that may result in you changing up your strategy (for example, one level consists of many pillars, so weaving in and out to dodge/juke your opponents attacks is a much more viable strategy here than, say, a level with large, open ground.
Pickups also litter the battlefield, adding advantages like homing dodgeballs, a temporary jetpack, fast/tighter maneuverability, or even laser (straight) shots. The powerups are random (much like Mario Kart's mystery powerups), so you may have to pick several up before you end up acquiring your favorite one. My personal favorite is the jetpack, since it really helps you achieve those beautiful "death from above" hits.
For many players, the combination of fast, upbeat EDM and color/light-intensive maps may be a turn off, as it can be a lot of noise for people more used to average-paced games (or even just average-paced presentation of stimuli). If this does not bother you, however, you will be in for quite a treat. The color/lights in the maps will change periodically in timing with the music, and I see a lot of potential here for further optimization of game music with game aesthetics (visual). I am hoping for an option of playing your own music in the future (I'd love to listen to one of my EDM mixes while watching the levels give a great lightshow while playing dodgeball).
There are a multitude of game modes - like team elimination, score attack, hold the dodgeball - that help keep the game fresh and entertaining. The community, at least from what I have seen, is both very friendly and helpful to newcomers. If you are able to play this game with a few friends, you will have a lot of fun.
Overall, if you are interested in fast-paced dodgeball with wonderful aesthetics, you must give this game a try. There is definitely a high amount of potential for this game to grow and develop, and I look forward to seeing the end product.
DJSF @DJSF's Rogue Reviews