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4 days ago




4 days ago




antoinebeaumal finished Rollerdrome
The artistic direction of this game immediately caught my attention: a reinterpretation of 80s science fiction comic books in the style of "heavy metal." If I were pretentious, I would mention well-known illustrators, but my middle-class, uncultivated side means I only know this aesthetic through the "major boobage" episode of South Park released in 2008.

As has been said many times before, this game is a rare blend of genres: action gameplay with ranking like Devil May Cry, tricks and collectibles akin to Tony Hawk Pro Skater, and slow-motion action scenes reminiscent of Max Payne. Given its mixture of genres, the developers reached a compromise : no balance bar for slides and automatic aiming. Although the Tony Hawk Pro Skater player within me somewhat craves the thrill of endless sliding and the impossibility of crashing to the ground, the game would be even more challenging than it already is.

The career mode left me somewhat skeptical: what is the goal of Rollerdrome? To kill enemies as quickly as possible? To perform the most stylish tricks? To survive? To achieve a high score, one must do a bit of everything simultaneously, constantly being in a state of tension.

In my opinion, the game would benefit from focusing more on the survival aspect of its character. It seems absurd that, for example, one can successfully collect all 5 coins, die, and still have that objective achieved. Dying should be more punitive. As survival is not necessary for fulfilling objectives, players end up replaying the same arenas multiple times with the goal of completing different objectives each time. This fragmentation is detrimental to the career mode. Instead of simply rewarding the player who manages in one run to 1. Survive, 2. Kill efficiently, and 3. Perform the most tricks, it encourages players to choose between these three objectives, which is a shame.

However, I believe the game excels in progressing the player, introducing them to new playstyles. Players gradually learn new skills and the use of new weapons. The level objectives serve to advance us. Some may argue that the game guides the player too much, but in my opinion, Rollerdrome must cater to two types of players: those who want to complete the career mode and those completionists who aim for an "S" tier in every level. The developers have managed to accommodate both types of players quite well.

I often read that the game is "too short" and "doesn't fully exploit its potential." I partially agree. More than its short lifespan, it's the repetition that can become tiresome. For example, the first arena introduces 2 types of enemies (melee guy and sniper girl), the second introduces the rocket launcher guy, and so on. Each level adds a new enemy type on top of the previous ones. It's important to remember that this game was made by a small team of 44 people. The focus (and thankfully so) was on creating a unique gameplay mechanic. I prefer this to a game that lasts over 50 hours but recycles what has already been done in the past.

I really hope there will be a sequel or DLC for Rollerdrome. I would love to have more boss fights or even engage in a duel with an opponent.

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