Perhaps developing video games has become a trend, an action to take when you no longer know which path to follow. These are paths that various individuals have managed to masterfully complete independently, while others have obviously got lost along the way, debuting with works that are not considered qualitatively sufficient by the community. This does not mean that this field is impossible, and at the same time it is also not fair to say that sufficient resources are enough to create an excellent product in every respect. That's just what happened with Amazon, the multinational that has conquered the E-Commerce market and created Amazon Games Studio, a software house that recently made its debut with Crucible.
We are talking about a third-person shooter with uninspiring premises, since it starts from the basics of a hero shooter where there are hostiles not controlled by the players. The work therefore inevitably goes to collide with many similar games which have already found their place in the market offer, and inevitably faces the extremely similar The Cycle. However, the Amazon game seems to offer some rather peculiar innovations, able to make the gameplay different and appreciable. So what has the software house managed to combine with your new work? Let's find out together in the next few lines!
Exciting and revolutionary
Crucible's gameplay manages to revolutionize the hero shooter genre, offering unusual mechanics and an obsessive care in character creation
It takes just a few minutes inside Crucible, after a tedious but complete introductory tutorial, to realize how the formula applied is truly stratospheric. We are dealing with a series of extremely different and inspired characters, which open the doors to completely atypical gameplay in any case, but at the same time fun. The shooting system applied is solid and satisfying, e the skills manage to make the battles breathtaking, creating real fields where you can breathe the air of MOBA. The movement system - just like the rest - is different for each character, given the presence of dedicated skills it is able to make every use adrenaline. In short, the sector linked to the heroes is really successful, even if it does not satisfy in the same way as regards the very few enemies of the hostile PC. The whole thing manages to shine against the other players, when you choose any mode and approach to defeat the enemies, who are able to give a hard time. Each account presents the same possibilities in this field, since Crucible is by no means a pay to win title, and it is possible to buy only cosmetic items. However, the game does provide the ability to slightly customize the in-game progression system for each character, who will then receive different bonuses once they level up for the first 5 times.
Unfortunately, however, it is precisely when you take the field that you notice how simple all this is wasted potential, a terrible sin that cost who knows how many thousands of dollars that it failed to convince us. It starts from the fact that the heroes are only 10, which would be justifiable given the care applied to the creation of each of these, but every reason decays when we interface with a goal already dead before being born. The classes are in fact extremely unbalanced, and the repetitiveness of the opponents becomes disarming and frustrating, given that some of the characters will always have an advantage given the best potential. A big flaw yes, but unfortunately not the last.
Crucible, is that all?
All the potential of Crucible is currently canceled by an online sector that is not functioning in all its possibilities.
And here in a few simple steps a revolutionary experience becomes a sieve of defects, a plane departed at maximum speed that left its wings on the runway during take off and crashed after a few meters, destroying the hopes of fans in the accident. There is no obvious explanation, but playing Crucible feels like a poorly managed budget or perhaps finished in progress, which forced the software house to release a decidedly incomplete game. In Early Access Crucible would have been one of the most promising projects ever, but once it lands on Steam the work is simply a failure nowadays. Starting from an interesting graphics sector, even if optimized in a bad way, the title does not want to let itself be played, literally. After very long matchmaking a few days before day one, we realize how the modalities offered at the moment are really silly compared to the possible potential, and how these require necessary but impossible coordination. Although communication is in fact an essential factor in the experience, the game leaves users in disarray, abandoning them once they enter the game.
Through appropriate post-launch support, Crucible could shine as if from the premises.
An extraordinary percentage of leavers and trolls, the lack of voice chat or any useful ping system, here is the recipe that together with an extremely punitive matchmaking leads to the complete unplayability of the title. Not being able to finish a game without the desire to want to go out, to have fun with all the possibilities offered by the charismatic and magnificent characters, this is what leads to continuous sense of frustration in-game. Just what grips the players during the games, what right now does not make Crucible a game unfortunately sufficient, but an abnormal disappointment and one of the best possibilities ever wasted in a few simple moves. The only hope remains impactful post-launch support, which manages to fix all the problems starting from the consideration that Crucible should have arrived on Steam in Early Access, to then be concluded in the correct way. We therefore hope to change the vote to positive, when Amazon Game Studios realizes that it has released a beta and will get to work to file its currently unplayable experience, possibly adding a competitive system that entices users to stay ahead of the game. screen
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