Reddit Anime Post: Amazon Games’ “Crucible” launched. What are your opinions so far? : Games

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Free to play on Steam so you can try it for yourself and have some informed opinions.

In my experience so far, it’s extremely uninteresting…it just feels like most of the “gameplay” is respawning and walking around with little to do. The teamfights themselves are chaotic and just not impactful.

Anyone enjoying this so far and have contrasting opinions?

It’s incredibly underwhelming to say the least. It might have potential but whew, they’ll have to put in some serious work.

Going from the top –

The store front is a complete eyesore, they just show you every individual item all at once, rather than break it down into cosmetic categories or by hero.

There’s no “lore/bio’ on characters that I saw, yet one of them (the rogue looking girl) tells you her backstory over the course of 5 or 6 voice clips you only hear if you click on her over and over on the hero select screen.

On that note, voice work is just entirely flat and there’s no personality to it or the characters besides some incredibly tired archetypes. Little cat has a normal voice. Big alien has a normal voice (and his name is Earl, ain’t that hilarious!). Aquatic alien girl… normal voice.

Going into the game itself, the initial spawn and respawn system seem so… pointless. There’s about 8-10 different drop points but they’re clumped together across your side of the map. Respawning takes way too long with a 20+ second death timer followed by the same animation of you going through warp onto the field.

Movement speed feels sluggish, especially considering how big that map is. Movement abilities don’t carry much range unless you’re “generic shooter guy” with a straight up sprint, which wasn’t even that quick either.

Some animations just “snap” to one another, and have zero flow. Jumping and shooting was the big one I noticed.

Weapons have no impact whatsoever and you just have to look at everyone’s health slowly deplete regardless of what you’re using. It’s also hard to ever catch up to anyone running away, you just kinda stay at the same distance through a chase unless they try to turn and fight.

Hero abilities are also incredibly weak and some seem so out of place considering the setting/size of the map. Flashbangs, in a huge open alien area. A mine that’s probably the size of a foot. Rogue girl’s kit is a dash, and then three weapons you just swap between to reload their ammo. No character to her kit at all, and none of them packed any punch.

The map as a whole is, again, very large, and very empty. The trash mobs spawn in small group at set areas, the ones that do attack you are always alone and incredibly weak anyways. Med kits are placed in really bad spots from a level design perspective (if there’s human constructs present, keep the health kits there and let the healing plants exist on the natural aspects).

Secondary objectives are easy to capture and just forget about entirely. They offer bonus XP or XP gain? Not even sure. There’s not much incentive to it when you can kill trash mobs just as well.

The core objective, a Hive Heart, only starts to spawn *when the countdown hits zero*. It hardly even fights, just shoots bursts of homing projectiles, Make that whole lead up more lively, let it have some presence and do something to counter just sitting on top of it for five whole minutes since there’s nothing else to do on that whole map.

Animations for capturing objectives are just so lifeless. If there isn’t much to interact with at least give them all unique animations, and make them actually touch what they’re messing with.

A single fight determines the objective immediately. In fact, a single kill probably does; respawns are too unforgiving, heroes move far too slow and damage from guns and abilities just feels so insignificant.

It has a nice look, and I guess it’s cool we got the pre-battle pass for free essentially, but what’s there isn’t convincing in the slightest. Scale the map down, create more interesting paths to objectives, make the planet itself an actual threat, improve how combat feels and the general speed of things and we might have something.

It might have potential

If a competitive multiplayer only game in a new IP is underwhelming on arrival, it does not have potential. It’s fair to say it may have had potential if released in a different state, but there is basically no chance of salvaging something like this.

You have to fix the game. This is particularly tricky, because any change has more knock on effects than it does in a single player game, or a less competitive multiplayer game. If destruction magic were buffed in Skyrim and it became too powerful, it may make certain mage playthroughs less enjoyable because the game may be too easy. However it’s not going to have any effect on people playing without destruction magic. Meanwhile if a champion is buffed in League of Legends and it becomes too powerful it’s going to shape the matches it’s played in and the meta as a whole, and lots of different players are going to have less fun because the outcomes of their games are getting warped by this unbalanced champion being played in them. One thing that helps here is having a lot of data for how much something is being used and how successful it is, something a faltering newly released game is not going to have.

Even if you do manage to fix the game, you need to pull a population boost out of thin air to actually revive it. Unlike hybrid multiplayer/single player games, there isn’t an engaged single player population just waiting to jump into multiplayer once they hear that it’s fixed. Unlike games in an existing IP there aren’t fans from previous games or other media that are keeping a close eye on the game and hoping for it to be fixed.

This is a competitive game, not a party game, so not only does the population need to be high enough to get matches frequently, it also needs to be high enough for there to be effective match making that results in games that aren’t stomps. The longer the gap before the second population boost the bigger this problem becomes because the players who have stuck with it will be a lot better than prospective new players. Therefore the new players are likely to just get stomped by these old players and quit.

Ultimately these sorts of games are a big gamble and most don’t work out. Publishers greenlight them and investors invest in them because the 20% chance of getting the next Apex is worth the 80% chance of getting the next Paragon.

However if the launch is underwhelming it’s fallen squarely into that 80%, and the developer and publisher should probably cut their losses and recoup any further dev time and resources to spend on a different game.

There’s no “lore/bio’ on characters that I saw

There’s literally a dedicated lore tab for all characters with a bio and a bunch of voice recorders that you unlock via leveling them up.

You can see all of it from the character’s screen.

I did some testing for this game, specifically regarding the UI of the menus and store. One thing I stressed over and over was how the store needs to have categories and sorting options. Guess they ignored that feedback 🤷‍♂️

So much of this also applies to New World. I was in alpha in March and it was just so clunky. The movement and animations felt really weird, completely unsmooth, and the game was very barebones. I think Amazon really needs to take a good look at what they’re trying to accomplish with their games because it seems lile they have 0 vision and 0 passion.

I just want to add some more context and some ideas to fix it for a pretty exhaustive list.

The store front is a complete eyesore, they just show you every individual item all at once, rather than break it down into cosmetic categories or by hero.

There are no filters in the store front and it’s just one giant page of items to scroll through with some featured / limited time items at the top. They need to have a better sorting method with something quick and easy to see what you want and what you would get at a glance. I have poor vision anyways, and it’s not only an eyesore, but cumbersome to read.

There’s no “lore/bio’ on characters that I saw, yet one of them (the rogue looking girl) tells you her backstory over the course of 5 or 6 voice clips you only hear if you click on her over and over on the hero select screen.

There is definitely lore and information for the characters in the Collections tab off of the main menu. As you play a character you’ll unlock audio logs about the hunters as you level them up and play with them more. The team could stand to create some in-universe trailers showing the hunters interacting with one another or fleshing out their backstories at bit in a show, don’t tell fashion.

On that note, voice work is just entirely flat and there’s no personality to it or the characters besides some incredibly tired archetypes. Little cat has a normal voice. Big alien has a normal voice (and his name is Earl, ain’t that hilarious!). Aquatic alien girl… normal voice.

The voice acting is hit and miss across the board. Some of them fit, others are more generic. Angry alien, normal alien, child robot, grizzled veteran human. They all sound relatively alike which is difficult when in a firefight everyone sounds similar when sounding off their abilities. Take Overwatch for example, you damn well know who said what and where when the abilities are going off.

Going into the game itself, the initial spawn and respawn system seem so… pointless. There’s about 8-10 different drop points but they’re clumped together across your side of the map. Respawning takes way too long with a 20+ second death timer followed by the same animation of you going through warp onto the field.

After playing for a few hours, I’ve noticed that the spawns do change dynamically over the course of a match depending on which objectives are captured and where the hotspots are in combat…. kinda. If your team is getting shitcanned, your options are limited, think kinda like the Battlefield series. There is some retooling that needs to be done, but I don’t think I can offer a better solution off the top.

Movement speed feels sluggish, especially considering how big that map is. Movement abilities don’t carry much range unless you’re “generic shooter guy” with a straight up sprint, which wasn’t even that quick either.

When in combat with other hunters, the speed seems okay, but the traversal to get to locations can be extremely tiresome. You’ll end up walking a couple minutes and end up after the party is over. With this huge map, out of combat speed needs a buff, or maybe something like Heroes of the Storm where you can summon a mount for movement out of combat only.

Some animations just “snap” to one another, and have zero flow. Jumping and shooting was the big one I noticed.

It’s a nitpick, but most of the animations seem to have some lag to them. It’s much more of an issue when it comes to melee champs, the animation in comparison to the hitboxes seems off and the feedback for on-hit effects feels non-existent. Makes playing the big tanky boys a chore and unfun.

Weapons have no impact whatsoever and you just have to look at everyone’s health slowly deplete regardless of what you’re using. It’s also hard to ever catch up to anyone running away, you just kinda stay at the same distance through a chase unless they try to turn and fight.

Everyone has a movement option or escape option … kinda. The generic soldier has a sprint button, the tanky alien has a dash, the heavy weapons alien has a rocket booster, etc etc. However, in the experience I’ve had thus far, there are ways to close the distance with smart pathing, teamwork, and ability usage. The only feedback you’re going to get that you’re doing something right though is either health bars dropping and hopes and prayers. If I throw a flashbang, there is no way I know I’ve blinded the target. If I hit them with a net grenade, there’s no way I know I’ve slowed them. They almost act the same either way.

Hero abilities are also incredibly weak and some seem so out of place considering the setting/size of the map. Flashbangs, in a huge open alien area. A mine that’s probably the size of a foot. Rogue girl’s kit is a dash, and then three weapons you just swap between to reload their ammo. No character to her kit at all, and none of them packed any punch.

The grizzeld vet’s flashbang would be better serviced as a blinding smoke grenade. The rogue girl’s weapons feel like grizzled veteran’s weapons. It’s weird, cause I can’t tell how much damage I’m really doing with them, so why bother? Feedback is pretty bad overall.

The map as a whole is, again, very large, and very empty. The trash mobs spawn in small group at set areas, the ones that do attack you are always alone and incredibly weak anyways. Med kits are placed in really bad spots from a level design perspective (if there’s human constructs present, keep the health kits there and let the healing plants exist on the natural aspects).

Yeah, the map just needs retooling or perhaps downsizing due to the amount of people versus the amount of objectives to make. It feels like this whole game started out as a Battle Royale and some exec decided to pivot when they saw it wasn’t going to work in the same market share.

Secondary objectives are easy to capture and just forget about entirely. They offer bonus XP or XP gain? Not even sure. There’s not much incentive to it when you can kill trash mobs just as well.

The XP is shared across the whole team, so there’s definitely incentive as getting more levels boosts your overall damage output and max health on top of getting perks to your hunters. However, the “big bad” called a Hive can easily be soloed with almost any character in relatively short time for thousands of XP. I can cheese levels out of them very quickly with little counter-play available.

The core objective, a Hive Heart, only starts to spawn when the countdown hits zero. It hardly even fights, just shoots bursts of homing projectiles, Make that whole lead up more lively, let it have some presence and do something to counter just sitting on top of it for five whole minutes since there’s nothing else to do on that whole map.

As said above, they’re very not “raid boss” like as the trailers implied.

Animations for capturing objectives are just so lifeless. If there isn’t much to interact with at least give them all unique animations, and make them actually touch what they’re messing with.

Yeah, they just sorta stand around. If they want to do it for the sake of simplicity, they need to have something more visible to show that an objective is being taken. In the harvester rush mode, it doesn’t even register that a objective is being captured on your hud really.

A single fight determines the objective immediately. In fact, a single kill probably does; respawns are too unforgiving, heroes move far too slow and damage from guns and abilities just feels so insignificant.

Thats kind of how it’s designed though, very League of Legends in that a big team fight will determine the next few minutes rather than it being a prolonged siege.

Another point to make is the UI sucks in-game. They give you this detective mode button that is supposed to highlight objectives around you and give you a look at what to do next, but it barely works. The HUD doesn’t have waypoints, the map barely distinguishes you from the other units, I’ll get lost constantly trying to find my tiny picture in a sea of other units. Other units will have priority over yours, so you can’t see yourself in the first place cause someone is too near you.

The common underlying problem seems to be just lacking in the little things, the polish, the quality of life issues other games already mastered. It’s definitely an annoying experience that just isn’t quite ready for primetime yet.

A single fight determines the objective immediately. In fact, a single kill probably does; respawns are too unforgiving, heroes move far too slow and damage from guns and abilities just feels so insignificant.

Also, whichever team sticks together the most is guaranteed to win. If one team splits up to try and max farming/secondary objectives then they’ll just straight-up lose against a team that’s together and cohesive. It’s pointless to harass, and given the game’s respawn timers and system a death will immediately stagger your team further.

It’s hard to see how they can fix this really, other than drastically shortening respawn times and giving more flexibility to where players can respawn, or offer better map mobility out of combat.

This sounds painfully underbaked and generic, which is exactly the impression I got from the trailer. Like it was either made by a completely freshman team, or Amazon forced them to release it way before it was ready.

Reading your review and watching some of the trailers for this makes me think this looks a lot like Battleborn. We all know how that turned out.

I kinda wish Amazon would’ve saved Motiga(Gigantic) rather than this. Although I will say crucible better than Bleeding Edge that came out last month imo.

I actually like the gameplay loop and the TTK, but right now this game is super unpolished. The FPS doesn’t seem to improve past 30fps, you can’t really feel or tell when skills hit, and somehow the devs thought it was acceptable to release the game without even text chat? I was willing to forgive Crema with temtem not having it as I atleast understand them figuring out how to calculate a range for a local chat- but how hard is it to just give me a chat channel to communicate with my team?

I put 3 hours into it today, I wouldn’t say I had a bad time, but I think I’m going to stick with the other games in my current rotation. Maybe I’ll come back to it later if they fix it up, but tbh I fully expect this to be on Nerdslayer’s channel in 2 years.

I miss Gigantic. I was damn good at that game.

Gigantic was what this game wants to be… only better.

Omg why did you have to bring up Gigantic. Fucking loved that game

I get well over 30 on highest settings

Pretty game, horrible systems – deserved to be shut down.

It feels like a reaaaaaaally early alpha. I can see the appeal if it had the same levels of overwatch quality. Heroes are varied and several are decently fun. The gamemodes feel like the game has an identity crisis. None of them feel fleshed out. The battle royale has no reviving, no checking scores (unless you wait until the end), zero thought to balance between characters. The 4v4 has no voice chat and nebulous objectives.

The entire movement/animations/combat feel sucks. It’s never really feels like you’re hitting people. There’s way too much missing information – Like the big heavy minigun guy, what does overcharge or whatever mean? Many of this skills mention it but it’s somewhat unclear. The big giant map doesn’t mesh well with most of the heroes. Movement speed is way too slow. If a team mostly drops out in the 4v4 mode, you just kinda have to sit there and wait for the hives to spawn to end the game.

It’s not an awful game though. It’s releasing in basically a drought of competive-styled shooters. It’s nice to have something new to play as we’re not getting anything for (likely) a long time (other than Valorant). The TTK feels fantastic to me (sorry COD/CS:GO fans) and rewards a different skillset than a twitch shooter. Really like how each hero comes with their own learning curve, just like overwatch.

Part of me just kinda wishes this was another MOBA in the style of Paragon.

It’s never really feels like you’re hitting people.

The flamethrower chick really hit home this point for me. It felt like a student project with my flames just going straight through enemies, no hit markers, no damage numbers. The only way to notice the impact of your damage is seeing if their health goes down.

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