Wednesday, November 8, 2017

Way of Redemption (PS4)

Pixel Cream releases what should have been, in all due respect, a free to play game. It is filled with an obvious drive to make more cash beyond the initial sales price, and doesn't shy away from promoting the extra paid for options at the main menu listing with little in the way of incentive for paying up or even playing for the offered rewards. Not only that, but it is in all accounts laid out like a free to play game. The game in question, "Way of Redemption", is at base level a hybrid of the hero MOBA genre and table hockey or volleyball sports genres. It features seven different mythological, and futuristically fabricated heroes/heroines battling for redemption with more to come, supposedly. It has online league play as well as 1v1, and 2v2 battles in both offline and online format. The catch being that online co-op can't be partaken of on the same console.

As with most free to play games of this build you'll also find in place the ill-advised cross-play between PS4 and PC. Something that is only in place to build up a community for money making sake without consideration of the ramifications for inviting two server based communities that cannot be cross-moderated. A community is also something this game does not seem to have, regardless. At heart "Way of Redemption" is a game with a backstory never fully realized, and only hinted at through team names (Revenge & Salvation), brief mythology bios, and a scrolling caption at the bottom of the main menu screen that discloses the reward for winning is the cleansing of your sins. The experience is peppered with the usual microtransaction options, loot chests, and minimalist mechanics/features that are glamorized through a fairly decent visual presentation.

Gameplay in "Way of Redemption" is, upon entrance, explained away in tacked on pop-up web links to tutorial Youtube videos that the developer has provided there, but not applied to the in-game hub directly. In the tutorial you'll discover that your hero, or heroine can make use of basic skills including movement, dashing, jumping, blocking, and a sort of energy prayer to fill your skill meters. You'll also find that heroes, and heroines in the game have unique skills, and ultimates that can be used to do MOBA-like things. There are a total of up to three rounds in each 1v1, or 2v2 match, and before each round you'll be able to pick one of two offense skills, and one of two defense skills. The difference being each type of skill can only be used when you are in possession of the ball (offense), or defending against an opposing team throwing the ball (defense). Another difference coming in the form of different skill sets for each consecutive round.

Combos are another key feature in this game as well. By blocking, dashing, and/or jumping before catching a ball you will perform what the developer calls "combos' which will speed up your throwing of the ball, and increase impact damage. Combos have three tiers based on what you do before you catch the ball. Say for example you choose to block the ball, and catch it afterwards that will be a double combo. Doing the same with a jump, or a dash before a catch will also result in a double combo. For those of you interested in doing triple combos, and maximizing speed and damage output you'll need to first dash, then block, and finally jump to catch the ball before throwing it at the opposing team's wall barrier. Execution, unfortunately is not that easy, and definitely requires skills outside of the PONGness.

Throwing in, and of itself is a complex mechanic in that you can change the direction which the ball travels as it goes forwards. This can be straightforward, diagonal, or with a controlled directional curve. The latter being a sort of trick shot. All of which is simply done by moving the left thumbstick after having thrown the ball. As far as the main goal goes your objective is to whittle away your opponent's health bar by throwing the ball past them, and into the blue or red power barrier. This deals damage to the opposing hero or heroine, and does so in regards to your combos. With the skills, and ultimates that deplete their own respective meters added into the equation you can change the way the base game is played. By that I mean these mechanics additions add perks pertaining to defense, offense, and even things such as health. Using them at the appropriate time can turn the tide of battle.

Matches in all modes are theoretically a two to win ordeal. Meaning that if you win two rounds you win the match. Thus scoring you some currency if you are playing online. This online payout process is itself one of the negative things about "Way of Redemption" though as offline play is not rewarding at all. Unless you play online (and I couldn't) you cannot get the currency to buy the cosmetics, or chests that the game offers. Not unless you pay for them with real world currency. This is yet another reason I feel this game should have been free to play from the start. It is obviously geared toward such an economy.

In closing ...

I saw potential in "Way to Redemption" but upon finding out it costs $14.99, and includes a free to play economy with little development effort applied outside of that I found myself loathing the experience. It's a glamorized cash grab that should have been free to play. Plain and simple.

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