Foamstars review in progress – IGN

Foamstars review in progress – IGN

Foamstars has the power of a Sega Dreamcast game that’s specifically designed to look good on the quarterly earnings report. The third-person PvP shooter has a strong foundation with some creative twists on the winning formula coined by Splatoon, but its commitment to this bubbly theme feels like it has a false seriousness, spoiled in part by the inclusion of almost every multiplayer trend from the past ten years. For every clever map design or killer song, there’s a bad audio performance or cosmetic package that literally costs more than the price of the Foamstars themselves. But while I still need to play a lot before I put a final score on it, if I can get past the red flags surrounding Foomstars and into the depths of the sea of ​​foam itself, there’s a fun competitive shooter here. I’m at least looking forward to diving again.

As disturbingly explained in its short single-player campaign, you play as a Foamstar: someone who uses his strange ability to secrete a foam-like bodily fluid to compete in a Foamsmash tournament; A series of competitive events set in the Las Vegas-inspired city of Bath. This very glaring fact is never explained further, but it does allow you to cover the ground with bubble bullets that make up the terrain of each arena, allowing you to do things like build piles of foam to jump on or isolate your opponents. A goal. Think Splatoon ink, only with the ability to stack it. Also like with Splatoon, your character can move more quickly in the foam by surfing on it, adding a welcome sense of speed and allowing you to collaborate with your teammates in creative ways.

The foam opponent becomes a choke point around which to strategize.

Foamstars takes things a step further by weaponizing surfing; Once enough damage is dealt Cold (Don’t kill) your opponent, he becomes covered in foam, rendering him nearly immobile before you mount him to finish the job. On the other hand, if your teammate is feeling angry and needs help, you can surf to revive them from the brink of death – or from the dead. Put on ice, that it. This little mechanic makes a world of difference by encouraging and rewarding aggressive play. Suddenly, an opponent or teammate becomes a choke point to strategize around, especially in Star Player mode, which crowns one person on each team as a star player and requires you to take them down while protecting your team.

The roster at launch has a disappointingly slim eight unique characters to choose from, but each one at least has distinct strengths and weaknesses that add variety to the lineup and cater to different playstyles. Soa, the popular pop mascot of Foamstars, has some powerful mobility thanks to an ability that allows her to perform a jump that doubles as a dodge, allowing her to safely perform aggressive plays. Tonix, on the other hand, doesn’t have the ability to move, but she can lay down a lot of foam to help her teammates by creating better vantage points and even setting up towers to support them. My favorite so far is ΔGITO (yes, his name has a triangle in it), a shark-obsessed “Pro-Gamer” who possesses gun-like bubbles and an easy-to-move special ability that rewards you with goosebumps.

It’s hard to reconcile her fun battles with the bad practices around her.

No matter who you choose, navigating active Foamstars battles can be a blast, and the foam mechanics add a great level of variety to each map. It’s hard to reconcile the good parts of that frenetic, bubbly fun with almost everything that happens outside of it. With l Use of generative artificial intelligence For the creation of in-game album covers (whose general quality doesn’t live up to the great songs they contain), ridiculous “micro” transactions that can cost upwards of $40 for a single character skin pack, and a small launch menu, it’s hard to just sit back and enjoy the battles.

To make matters worse, Foamstars placed all their bets on a horse with poor odds. It’s no secret that it took some direct cues from Splatoon, but one of those cues is its multiplayer structure. Following in the footsteps of Nintendo’s confusing and unreliable online multiplayer is a surprising decision for any game trying to stay afloat in this highly competitive landscape. The majority of Foamstars’ modes are only available at certain times, obnoxiously rotating on a set schedule or tied to specific days of the week. If it launched with more maps and/or modes to navigate through, this wouldn’t be an issue, but right now you can only play a handful of matches in a given mode before disappearing uselessly into the Foamstars vault for a few hours. This could easily be fixed by adding specific queue options – but instead, Foamstars has chosen to surf in the wake of an almost 10-year-old game without reaching the same heights.

Because of these multiplayer limitations, I need more time with Foamstars before I can fully evaluate the outcome. I’m excited to check out the rest of its modes, especially based on the three modes I’ve played so far. Monetization and frustrating structure aside, I had a good time with Foamstars when I was in an actual match, so hopefully these issues don’t start to drag the whole thing down the bubble.

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