Rumbleverse review: This battle royale is a knockout

“Rumbleverse’s unique fusion of battle royale structure and fighting game depth is an amazing, though sometimes imperfect, match.”

Pros

  • Low entry barrier
  • Frantic yet fun gameplay
  • Excellent co-op multiplayer
  • Maps rarely feel stale

Cons

  • Lag generally is a buzzkill
  • Some overtuned mechanics
  • Camera issues

Being a large fan of Fortnite, I’ve grown to like the battle royale genre after being years late to the party. But before that, my competitive gaming was relegated solely to the fighting genre. After I heard that developer Iron Galaxy, the team behind the Killer Instinct reboot and various Capcom fighter re-releases, was making a fighting game battle royale, it appeared like my two multiplayer passions could finally come together.

Rumbleverse Launch trailer

Melee-focused games of this genre aren’t recent, but one by an esteemed fighting game developer had nothing but promise from an outdoor perspective. A battle royale with the sport plans, frame data, and all-around quirks of something like Street Fighter? Could it really be done well? Rumbleverse showed me that it may well, albeit with a number of growing pains of 1 genre attempting to fit into one other.

A construct and beat-em-up battle royale

Rumbleverse mixes the gameplay philosophies of fighting games and battle royales. During matches, 20 players are thrown right into a circle that changes closes in on the sport’s map, Rumble City. As soon as they touch down, players are tasked with constructing their character and fighting it out melee style using rolls, shields, various items, and the environment around them.

Character launching on the map in Rumbleverse

Unlike its shooter-focused siblings within the genre, players don’t just equip themselves with loot; they’re making a personality as a substitute. After deciding where to drop, players seek for protein-filled pots that raise various stats. These pots include red ones that boost damage output, green pots that increase overall health, and yellow stamina pots which permit players to dodge and sprint more. The effective twist is that players only have 10 stat boxes (eight in duos), so that they’ll should be thoughtful about what they pick as much as create a specialized construct.

Along with that character constructing, there are special moves that could be learned by picking up and reading books. The specials are split into two types: strike and cruel. Strikes are physical attacks that could be blocked like sumo slaps and powerful punches. Meanwhile, vicious specials are unblockable command grabs that have to be jumped, rolled, or struck out of. Like Fortnite, each of those specials is split into different rarities, green being the usual, blue being rare, and purple being epic. The key to success is attempting to plan for where the ultimate phase of battle might happen and picking attacks that’ll be handiest in that setting. For example, if I do know the ultimate stage of battle will land near water, I’d wish to equip a swinging attack that lets me toss my foes out to sea.

Rumbleverse has a low entry barrier for brand spanking new players, but a surprisingly deep battle system.

On top of all that, players might want to learn the sport’s attack priority list, which determines what sorts of moves counter each other. Nonetheless, the sport isn’t terribly clear about it; I discovered this all out alone through wikis and streamers. While the sport has its own tutorial hidden contained in the Playground mode, Rumbleverse lacks a much-needed upfront tutorial that isn’t just delivered as a wall of text with no context.

A battle royale with quite a lot of depth

Rumbleverse has a low entry barrier for brand spanking new players, but a surprisingly deep battle system too. Not only will players should master all of it to defeat foes, but they have to battle against the random aspects that include a battle royale too.

Just like the Super Smash Bros. series, the sport is simple and straightforward but hard to master.

During fights, I actually have to observe for my life bar, super bar, stamina bar, remember what’s in my inventory, watch my surroundings for third-party fighters, recognize my combo opportunities, react to rolls and attacks to punish and dodge, and more. It turns the experience into probably the most frantic in each genres it’s pulled from — and that complexity goes up tenfold when playing duos.

I discovered myself using actual fighting game tactics when in 1v1 situations, adding my Fortnite fundamentals in when exploring to ensure that nobody got the drop on me. It’s an unexpected match made in heaven. And due to some ever-changing locales, matches rarely get stale as players are forced to acknowledge their surroundings and use them to their advantage.

For instance, at the tip of 1 duos match, a friend and I needed to fight against one player. This battle took place atop a constructing next to an open ocean, which spells death for any player that lands in it. I recognized this and knocked my opponent right into a wall. As they were momentarily splatted there, I added on extra stun with a weapon. Due to my ally holding on to an unlimited range throw ability, Giant Swing, we were in a position to quickly win the match with one well-timed combo that resulted in a ring-out.

Rumbleverse character being chokeslammed from the sky.

Moments like that turn the experience into such a special one. Even just playing casually, players may naturally find that their fundamentals and fight sense are convalescing with every match.

Wrestling with mechanics

While the fundamental idea is superb, my issues lie in how the sport sometimes can break its own rules. All the things must be on point in a game that is straightforward but expects a lot out of the players. That isn’t at all times the case here.

To begin, the tracking may be very inconsistent. A core a part of the sport is recognizing even essentially the most minor misstep in your opponent’s play, allowing you to show the tides of battle in your favor. To assist with this, many moves have a vacuum effect that pulls your enemy barely toward you, allowing fighting game-like punishes in a battle royale environment. During my time playing and watching, this wasn’t at all times the case. Attacks sometimes lock onto entirely different targets and even sometimes empty air. If I could count the times I blew an advantageous moment because I punched a trash can or air vent as a substitute, I’d run out of fingers.

Rumbleverse character being thrown.

These inconsistencies carry over into other attack types as well. Moves just like the Spear command appear to have essentially the most inconsistent tracking, sometimes zigzagging to hit players even after they’ve accurately dodged them. Other times it goes two inches in front of the player, whiffing and establishing for significant punishment despite it being the precise decision. This also happens with super abilities, with moves ofter either completely missing or tracking foes from miles away.

Button priority is a difficulty too. If you activate super mode, you may blast enemies away with an explosion or activate quick invincibility and go right into your super. Each of those effects are great for various situations in the sport. Nonetheless, if you happen to occur to be standing near an item, your character will pick that up as a substitute of doing either. This error spells quick death for anyone seeking to use their escape card and ends in a frustrating finish.

There are a number of fixes that the sport must be given before it grabs that world championship belt.

Attack priority creates some headaches too, especially when it comes from weapons that players can pick up off the streets and use to attack. Weapons are high-priority tools that may’t be blocked. When players encounter an armed player, the perfect thing they’ll do is run away. At other times, I can’t even tell where these attacks are coming from as a consequence of how rough the camera could be. In areas like tunnels and halls, I’m lucky to even give you the option to see who’s coming after me.

Rumblverse asks so much from players with regards to their response time, but it surely has a bent to lag often. Like several fighting game, you is not going to have an excellent time if you happen to can’t react quickly or your opponent simply has a foul connection that makes them difficult to hit. Thankfully, developer Iron Galaxy has already been working quickly to repair those issues, putting the sport on a healthy path to success.

Rumbleverse ringout throw.

Rumbleverse weds two previously unrelated genres and creates something unique, fun, and promising from a competitive perspective. Like Fortnite and fighting games, it rigorously balances casual play with complex depth. If it’s your cup of tea, you’ll eventually end up convalescing without even going into the sport’s Playground training mode. Nonetheless, there are a number of fixes that the sport must be given before it grabs that world championship belt. Iron Galaxy has been tending to the sport little by little, and it’ll most definitely address more issues in the longer term. I think the sport is in good hands, and hopefully, by the point you read this review, a few of these problems will fixed already. The excellent news though? It’s free-to-play, so at the very least you aren’t paying money for those issues.

Rumbleverse was tested on Xbox Series X and PlayStation 5.

Editors’ Recommendations



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