I’m
digging a tunnel. It’s an important part of my sneaky plan: forego the obvious
deathtrap of the single, elevated causeway spanning the battleground for a
stealthy subterranean insertion into the enemy base. Behind me, a few teammates
wriggle along, accomplices to a hopefully glorious flanking action. They wisely
let me forge forward first; I’m playing a Cogwheel, the tanky, clanky robot
character sporting a deep health pool, a rotary cannon arm, and a permanent
grimace. I scoop out an alcove in the tunnel’s wall and place a radar block.
Above, enemy players and their ramshackle defenses light up in red outlines.
They’re all aimed at the bridge. How tactically passé.
I
gouge a few more feet into the tunnel before angling upwards. Scant layers
separate me from my objective: a thrumming shield cube. If I topple it, the
base’s primary power cube would become vulnerable. I scratch a topside hole and
jump out, a heroic vanguard of my robot mole army—and run right into an
awaiting gas mine. Before my brain can process how a robot can suffocate to
death, I’m toppling backwards into the tunnel in a heap.
When a moment like this happens in
Block N Load, everything works. Its pieces fit like the many cubes comprising
the forts, barricades, and sniper nests players cobble together in Jagex’s
malleable multiplayer FPS. It wears its influences in plain sight; “Minecraft
meets Team Fortress 2” shows up in so many Steam reviews and forum posts, the
phrase may as well be its unofficial slogan. I can think of a better one: “I
love it when a plan comes together.”
Tactical tetris
That means any sort of plan, because
heading into a 5-on-5 round without one guarantees a frustrating loss.
Strategizing is a moment-to-moment requirement starting from conspiratory chats
in the pre-match lobby to a power cube’s final blow. I liked that emphasis on
teamwork encoded directly into BNL’s DNA, and it’s best represented by the
spread of special blocks and weapons each class carries into the field.
Sarge Stone, a demolitions-oriented
soldier, uses TNT, grenades, and a rocket launcher to clear multiple blocks
with big booms. Antony Turretto is predictably angled for defense with his
turret blocks and ammo and health dispensers. Doc Eliza eschews a traditional
healer role for area-denial gas grenades and traps but can still restore life
with a rejuvenating pulse. The rest of the cast follows suit, and the spread of
abilities covers a respectable range of gameplay styles—I really enjoyed the
mobility of O.P. Juan Shinobi, a hilariously named katana-wielding ninja who
tosses smoke bombs and teleports to wherever they land. I’m reminded of the
skill diversity found in MOBAs but compressed to a smaller selection of
characters.
Like
TF2’s band of mercenaries, BNL’s heroes strike visually distinct profiles
reflecting their intended role. Yet some of the best fun had in BNL arises from
utilizing a map’s go-anywhere destructibility together with a character’s
loadout in new and interesting ways. Eliza’s gas bombs are super effective at
blanketing a shield cube with constant protection, inflicting pain on any
encroaching attackers. (Hitting the cube with a dig tool deals the most damage
to it.) I’ve witnessed a Turretto assault a base by leap-frogging turrets
shoved into hastily built brick bunkers. The opportunity for new techniques
with the tools BNL provides is quite evident.
When
all the ordnance flies around, blocks start falling. Structures crumble with
colorful and cartoony puffs of smoke and dust, occasionally causing slight chug
on my 8GB RAM, GTX 670 home PC as it tosses handfuls of physics calculations to
the server and back. Surmounting ruins and block piles is easy enough on
standard WASD controls, but jumping feels slightly too feathery for precision
landings and behaves wonkily when mantling individual pieces. I’d sometimes
sail right over the surface I tried climbing on into boiling lava or a chasm.
It’s
also tough to figure out an ideal blueprint for building defenses given the
near-omnidirectional routes players attack from. A decisive factor determining
a win or loss is quickly patching up holes blown, shot, or dug out of
fortress-like walls or pits constructed during the minutes given to prepare
defenses before a round begins. This loops back to the importance of planning
and working together.
Cubic conflicts
BNL
has a matchmaking system, but its functionality only involves throwing together
the first ten players in the queue. That’s a pretty big issue: beginners are
welcomed with a basic tutorial, but nothing is in place to prevent solo players
encountering a premade group talking on TeamSpeak. Steamrolls were fairly
common in my 12 hours of play, and the small team size suffers when players
quit early out of frustration. A ranked mode exists once players reach a
certain level in the progression system, but that entails plenty of hours
rolling the dice with randomized teams.
Those
faults aren’t exclusive to BNL, but they’re notably amplified given the heavy
prominence on teamwork over lone-wolf gameplay. It’s not fun dealing with an
abusive teammate digging out the floor around the spawn room or intentionally
destroying their own turrets and walls, but it’s also equally discouraging when
trying to get everyone to work together. Cheesy strategies—spamming rocket fire
from an ammo block for the entire match, trickling into the enemy base one by
one on suicide runs, and so on—are popular because they take less effort.
Also of slight annoyance are respawn timers which start at 10 seconds
and increase incrementally for roughly every minute passed during a match. I
liked that dying steadily becomes more costly, encouraging smart movement and
breaking off deadly engagements, but I didn’t appreciate sometimes being stuck
with stalemates running over 30 minutes in length when both
sides turtled their cubes for what felt like eternity. Only a single mode exists so
far, and while the attack-defend framework fits it well, monotony can easily
set in. I’d like seeing other multiplayer staples eventually capitalize on the
power to build or destroy nearly everything. Chasing down a flag carrier as his
or her team tries to frantically toss in obstacles along the way in a CTF-style
mode sounds particularly excellent.
There’s
promise for Block N Load, and it’s already apparent in its baseline design of
fun and chaotic strategy. With a few tweaks to its behind-the-curtain systems
and further improvements, it could very well rival TF2 for approachability,
quirkiness, and staying power. Slicing up a map and putting it back together
again is always amusing and a huge potential candidate for Steam Workshop
support. If anything, I recommend downloading the free demo which
only restricts the amount of playable heroes.
Requirements PC
Play It On: Core i5, 4GB RAM,
GeForce GTX 650/Radeon HD 6790
Reviewed On: Windows 7, Core i7, 8GB RAM, GTX 670
Price: $15/£10
Release Date: Out now
Publisher: Jagex
Developer: Jagex, Artplant
Multiplayer: Up to 10 players
Website: Official site
Source : PC Game
Reviewed On: Windows 7, Core i7, 8GB RAM, GTX 670
Price: $15/£10
Release Date: Out now
Publisher: Jagex
Developer: Jagex, Artplant
Multiplayer: Up to 10 players
Website: Official site
Source : PC Game
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