![]() For my style of play, I found that pairing invisibility with teleportation to be most effective for surprising enemies in combat while also being useful for escaping losing situations. A more outlandish option is the Hack that transforms you into a super bouncy ball, which can come in clutch for reaching high-up places fast or getting out of dodge. These range from a teleporting dash or temporary invisibility to proximity mines or an area-of-effect heal. Hacks are what would typically be hero powers, but you'll outfit yourself with whatever you can find during a match. Rolled up to the preview event ready to get that W. ![]() ![]() In practice, you'll scavenge for the gear you prefer and then keep an eye out for duplicates-this both simplifies the loot grind while also encouraging you to still be mindful of what's around you. Doing so will slightly increase magazine capacity and damage output for guns or shorten the cooldown timers for abilities. You can then upgrade them in-match by looting duplicates of the gear you have equipped, which can be done up to four times. There isn't a color-coded tier system for gear or attachments to fiddle with you simply find an assortment of weapons and abilities (called Hacks) across the map. The loot system itself is much more streamlined than what you might be used to. This extends to identifying loot, which resembles blue-tinted digitized icons that can be hard to decipher-and in heated situations, gearing up becomes more of a chore than it should be. The map uses an urban setting and relies on mostly similar buildings-the lack of distinguishable landmarks became noticeable when I struggled to accurately call out enemy positions or tell my squad where I was retreating to in order to post up away from danger. The sci-fi aesthetic and theme of being a virtualized battlefield works well, but so far, the stylings have made aspects of the game harder to identify. Where this design philosophy sort of gets lost is in its art style. This ensures that players aren't forced into awkward positions by an indiscriminate danger zone, which lets the map design stay intact as intended. What's unique about the map is that it's made up of specific districts, so instead of a circle closing in over time, distinct chunks are closed off as the match progresses. There seems to always be an alley or window to escape through when things get tough, leading to cat-and-mouse types of fights as well. You'll be scouring multilayered buildings and streets for loot and hopping around as you engage in combat. The arena shooter-style dance of Hyper Scape takes place on a map called Neo Arcadia, which is designed as a whole city. Many combat scenarios will take place across rooftops with player hopping around in air firing rockets. And when the primary verb of an FPS is to shoot, this shortcoming will certainly be at the forefront. Standard weapons like the assault rifle, sniper, and shotgun will take several hits to knock an enemy out, which is understandable for the game's style, but firing them seems like wielding a peashooter. While the weapons function just fine, they don't feel or sound like they pack much punch or have a distinct impact. That said, weapon feedback might be one of the weaker aspects of the game. With everyone double jumping, launching off of jump pads, and hopping across rooftops, the action of Hyper Scape isn't necessarily about pulling up on unsuspecting opponents but beating them in high-flying head-to-head shootouts. Instead, you're predicting movement patterns for splash damage and landing multiple hits before enemies are taken down. My skill sets from the days of Unreal Tournament and Quake came through, because weapons like the Komodo rocket launcher, Salvo grenade launcher, and Skybreaker shock rifle aren't deadly one-hit shots. In the heat of combat, I'm reminded of playing an arena shooter. Now Playing: Hyper Scape's Battle Royale Systems Encourage Aggressive Play By clicking 'enter', you agree to GameSpot's
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