![]() Or as much meaning as is possible for beating people at a multiplayer videogame to contain, which is both everything and nothing. That context packs defeat with consequence beyond a respawn, and imbues victory with meaning. Other multiplayer games (and horror) can take me a fair ways down that road, but it's not the same if it's not last-man-standing. I love it when games hijack the part of my brain that's supposed to be on the lookout for lions. Make every part of me focused on the moment, on the world, on the footsteps and gunshots that portend disaster. If you asked me last week, I'd probably have still mumbled something about tension - but I'd be gesturing at a half-remembered feeling, a memory that no longer fully captured reality. ![]() I played nearly two hundred hours of Plunkbat last year, and in truth I'd forgotten why. Or so I thought.Ī while back I decided that I was done with battle royales where fights turn on who sees who first, and where twenty minutes of looting too often builds to anticlimactic drubbing. It can take less than a second to kill an unarmoured player, and I'd spent far too many hours getting sniped by Plunkbatters to now subject myself to Fielders. Each death came via bullets fired from guns I never saw, my frail body picked off by predators I could never have fought off. I nearly noped out of Firestorm after my first three matches. I've never battled in a royale where I'm this fragile, and it's awful. Most of the time, though, you'll be killed before you can do diddly squat. Or when you spend a solid five minutes laying in a ditch, your patience pays off, and you spectacularly blow up a tank with your last stick of dynamite. When you're oh-so-slowly tiptoeing through a building, anxiously attempting to outflank a foe as they do the same. ![]() Battlefield Royale, or Battlefield V Firestorm if you're an EA executive who shouldn't be trusted with naming things, is terrific.
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