![]() ![]() Firstly, your choice from the limited character roster has zero impact on your game. Rather than take you through all the reasons why Hyper Scape is similar to other battle royale offerings - you know the deal by now, right? - it's probably more helpful to talk about how it differs. Imagine my surprise, then, when I realised Hyper Scape's frantic pace and novel mechanics have hooked me in a way I didn't quite expect. Also, Cyberpunk 2077 isn't even here yet, but I'm already tired of neo-daubed skylines. My innate love of battle royales that don't start with an F is well-documented here, but it's a market that feels agonisingly close to saturation, and I'm not sure I can shoehorn any other regular game into my weekly rotation. I'm pretty sure it doesn't matter how long you spend training, getting accustomed to the weapons and abilities: Hyper Scape is all about on-the-job-training.Īnd given it's just us here, I'll be honest I wasn't interested in it. Yes, it talks you through the mechanics - well, kind of - but in truth, everything you need to know about Hyper Scape unfolds from the moment you're sniped from a rooftop for the first time. There's a training mode, but much like being shown how to pull a pint will never properly prepare you for the mayhem of bar work in a rugby club at half-time, it does nothing. Hyper Scape is relentless and breathless and almost unapologetically overwhelming, which is potentially why, less than an hour in, I've Sharpied "OMFG I CAN'T COPE" in block caps across an entire double page. There's no opportunity for me to pause, contemplate, and jot down an incisive word or two. There's no downtime in Hyper Scape, you see. I keep notes as I play, and never has my handwriting looked more erratic. The rest of the time, I'm dead before I've even found myself a weapon. Most of the time, I don't even know where my squadmates are, let alone can throw myself into the line of fire. The truth, however, is that in Hyper Scape, I rarely take anyone else down with me. ![]() I could cope if I was taking an enemy down with me, perhaps, or heroically throwing myself in front of a squadmate as a final, selfless, meatshield-esque hurrah. I wouldn't mind if I was bowing out as a hero. Availability: Out now on PC, PS4 and Xbox One.But before I get the chance to follow suit - before I even raise my gun - I've been one-shotted by an invisible sniper, and I'm dead. Suddenly, my pal turns and trains his Hexfire over at the rooftop across from me, and I realise we're not alone. Bullets are flying past - miraculously, not a single one hits me - and I tear after my teammates, roof tiles tinkling beneath my feet. Spotting the telltale golden glow I throw myself onto jump pad and launch up onto the rooftops. From Fortnite’s Operation Snowdown, to Apex Legends’ Fight or Fright, it seems like there’s a new LTM every week in the competing Battle Royale titles – and the player numbers rise too.There's plenty that's familiar about Ubisoft's belated entry into a bloated genre, but there's plenty that's quietly impressive too. Taking a leaf out of Fortnite or Apex Legends’ book may be a good idea – both games frequently offer new and interesting limited-time game modes, whether seasonal or otherwise. The idea was good in theory, but in practice, resulted in bugged servers and confusing gameplay. The LTMs Hyper Scape has offered have been mediocre at best, with Faction War being the most recent. But what else can Ubisoft do to really push their title back into the limelight? MORE ENGAGING LTMS It’s a good start, and as the developers themselves stated, the overhaul isn’t over yet. While the crossplay element has already been introduced, following on from the December game update, Team Deathmatch was also included – to many fans delights. After asking for honest fan feedback, Hyper Scape devs laid out their five-pronged attack for reviving their game on September 30, and Ubisoft outlined changes into combat comfort, onboarding, game modes, player goals, and crossplay. ![]()
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