{"id":8336,"date":"2022-10-11T20:30:44","date_gmt":"2022-10-11T20:30:44","guid":{"rendered":"https:\/\/blog.bwgamespot.com\/index.php\/2022\/10\/11\/steams-latest-free-to-play-fps-is-for-a-very-specific-call-of-duty-fan-and-im-not-one-of-them\/"},"modified":"2022-10-11T20:30:44","modified_gmt":"2022-10-11T20:30:44","slug":"steams-latest-free-to-play-fps-is-for-a-very-specific-call-of-duty-fan-and-im-not-one-of-them","status":"publish","type":"post","link":"https:\/\/blog.bwgamespot.com\/index.php\/2022\/10\/11\/steams-latest-free-to-play-fps-is-for-a-very-specific-call-of-duty-fan-and-im-not-one-of-them\/","title":{"rendered":"Steam&#8217;s latest free-to-play FPS is for a very specific Call of Duty fan, and I&#8217;m not one of them"},"content":{"rendered":"<p>There is no more tired, derivative aesthetic in gaming than corrupting red crystals that turn people into zombies. Despite my harsh anti-crystal\/anti-portal agenda, <a href=\"https:\/\/store.steampowered.com\/app\/2087030\/Shatterline\/\">Shatterline&#8217;s<\/a> roguelike-inspired Expedition mode seized the better part of my weekend. Even though it lacks the polish (and visual interest) of big-budget first person shooters, Shatterline is a promising free-to-play FPS on Steam that has a lot to offer for no buy-in.\u00a0<\/p>\n<p>Shatterline&#8217;s derivative, crystal-core aesthetic (think Control, Chorus, or Metal Gear Survive) with near-future, exosuit-clad dudebros presents a very &#8220;2010s console shooter&#8221; vibe. There&#8217;s an attempt at a narrative\u2014Shellguard operatives, who use crystals in a good way, need to stop the &#8220;Crystalline,&#8221; the agent of a mad god beyond the stars. There are also some mooks calling themselves &#8220;The Strafe,&#8221; human followers of the Crystalline who think the laughably evil looking red energy crystals are sacred and healing, but they&#8217;re a bit more &#8220;blood and soil&#8221; about it than your new-age Facebook friends. These guys are capital-g Goons, shouting &#8220;For the crystals!&#8221; as you mow them down. The fluff here is lightweight and overstuffed with proper nouns, riding a grating thin line between inoffensive and offensive blandness.\u00a0<\/p>\n<p>Shatterline&#8217;s PvP is a mix of familiar gametypes: Payload, bomb defusal, team deathmatch. Each Shellguard Operative has a couple distinct tools, but these are mostly accents to individual playstyles. A crystal-based grenade here, a scouting drone, the works. There&#8217;s some neat map interactivity though: physics objects and doors can be kicked Duke Nukem-style to open up new pathways and roll cover into would-be killzones. The time-to-death is all over the place, and largely the result of primary weapon fire, so there&#8217;s little incentive for tight synergized team play like in Rainbow 6: Siege or Overwatch.<\/p>\n<p>Strictly F2P players can flip through a random selection of operatives that rotates every match, which is totally serviceable for casual play. For a reasonably monetized F2P shooter, it&#8217;s definitely adequate, but still insubstantial. Shatterline rarely feels like something distinct from the older Call of Dutys it&#8217;s pulling from. The cosmetic progression is weak, too. I found it tough to get excited about unlocking new sets of fingerless gloves for guys that only really say variations of &#8220;It&#8217;s go time.&#8221;\u00a0<\/p>\n<p>Weapons are operating in that same trite near-future visual framework: the blocky, rugged assault rifle fills the role of an AK-47, and its sleeker, more rectangular brother functions like an M4, etc. There&#8217;s a familiarity here that may be endearing to fans of the near-future Call of Duty games, (Black Ops 2, 3, &amp; 4 specifically), with unfortunately similar gunplay. The Modern Warfare 2 beta was all over the place in terms of modes, balance, and maps, but <em>man<\/em>, those guns. MW2&#8217;s assault rifles sound like artillery batteries going off in sequence. In contrast, Shatterline&#8217;s weapons feel like they&#8217;ve been ripped out of a 5-10 year old shooter, with little to no recoil, tinny sound, and a PvP time-to-death that confusingly feels both too long and too short, owing to jittery hit detection.<\/p>\n<div class=\"youtube-video\">\n<div class=\"video-aspect-box\"><\/div>\n<\/div>\n<p>I know MW2 probably got primo access to dark money military consultants to make modern war look as badass as possible, but there&#8217;s a new standard for how guns feel that Shatterline needs revamped sound and a more consistent damage model to reach.\u00a0<\/p>\n<p>For me, Shatterline&#8217;s primary draw was the eerie nordic hillsides you explore in Expeditions, a PvE side mode styled after Destiny&#8217;s Strike missions that&#8217;s interwoven with PvP progression. Deploying battle royale style into a semi-randomly generated map, you and two others (friends, ideally) serpentine your way through a mix of silicate cliff faces and slag-strewn countryside, clearing out cultist encampments and crystalline zombie hordes, pushing towards supply drops and boss encounters that provide weapon schematics for use in the PvP mode. There&#8217;s a refreshing amount of freedom here\u2014in stark contrast to the PvP experience, Expedition&#8217;s open-ended structure and play space incentivize a methodical, considerate approach to tough-as-nails combat. I found that exploration typically yields more rewards than beelining towards the objective, and the critically important supply drops can often be teased out from baiting predictable enemy spawns.<\/p>\n<p>It&#8217;s not a world full of surprises\u2014random combat encounters materialize every couple hundred meters, almost always at forks between branching paths, but I was still getting great gear from finding cool little research stations, crystalline caves, and abandoned villages.\u00a0<\/p>\n<p>Something about the combat in the Expedition mode just <em>clicks<\/em>\u2014positioning, elevation, accuracy, all things that felt secondary to pure reflexes in PVP are vitally important in expeditions. I found myself easily overwhelmed by even the weakest of enemies when caught unaware, something that happened often thanks to some clever AI. Shatterline&#8217;s bestiary loves hit-and-run tactics, so taking them out required coordinated group fire. Oftentimes I&#8217;d be desperately firing off a whole magazine at a sniper just outside of my optimal engagement range.<\/p>\n<div class=\"image-full-width-wrapper\">\n<div class=\"image-widthsetter\">\n<p class=\"vanilla-image-block\">\n<\/p><\/div>\n<\/div>\n<p><span class=\"credit\">(Image credit: Frag Labs)<\/span><\/p>\n<p>That line between hard-won victory and crushing defeat is down to the cohesion of your team play, again something absent on the PvP side. It&#8217;s a difference so striking that Shatterline feels like two different games awkwardly fused at the hip via an interwoven progression model.\u00a0<\/p>\n<p>Expeditions grow even more tense as they go on due to a &#8220;Contamination meter,&#8221; which randomly applies meaningful combat buffs to enemies at key intervals throughout a run. You can exfiltrate from expeditions after tackling just one objective\u2014often a Destiny-style combat puzzle, hacking a terminal and fending off waves of attacks\u2014or you can push on, chasing better blueprints and more attachments. These encounters really impressed me. They&#8217;re nail-biting firefights with limited opportunity for rest and resupply. I do have to flag the mission chatter here for being unnecessarily distracting, though. The scientists who facilitate your missions will squabble and feud over each other&#8217;s notes and citations over the course of these encounters, something so distracting that it got me killed twice.\u00a0<\/p>\n<p>Shatterline has a bit of an identity crisis. The PvP is a frustrating rehash of the kind of shooter I stopped playing in middle school, a free-to-play Black Ops 2 with crystals (ugh!). Although <a href=\"https:\/\/www.pcgamer.com\/call-of-duty-modern-warfare-2-will-introduce-destiny-style-raids\/\">Modern Warfare 2<\/a> is introducing a similar PvE mode, it&#8217;ll be tough to beat Shatterline&#8217;s tense combat and open-ended missions, especially at the asking price of &#8220;free.&#8221; especially when it \u00a0successfully synthesizes the brain smoothing feedback loops of both Destiny 2 and Warzone. Shatterline is punching well above it&#8217;s weight class, even if it&#8217;s bringing old moves to the fight.\u00a0<\/p>","protected":false},"excerpt":{"rendered":"<p>[#item_image]Steam&#8217;s latest free-to-play FPS is for a very specific Call of Duty fan, and I&#8217;m not one of them<!-- wp:html --><\/p>\n<p>There is no more tired, derivative aesthetic in gaming than corrupting red crystals that turn people into zombies. Despite my harsh anti-crystal\/anti-portal agenda, <a href=\"https:\/\/store.steampowered.com\/app\/2087030\/Shatterline\/\">Shatterline&#8217;s<\/a> roguelike-inspired Expedition mode seized the better part of my weekend. Even though it lacks the polish (and visual interest) of big-budget first person shooters, Shatterline is a promising free-to-play FPS on Steam that has a lot to offer for no buy-in.\u00a0<\/p>\n<p>Shatterline&#8217;s derivative, crystal-core aesthetic (think Control, Chorus, or Metal Gear Survive) with near-future, exosuit-clad dudebros presents a very &#8220;2010s console shooter&#8221; vibe. There&#8217;s an attempt at a narrative\u2014Shellguard operatives, who use crystals in a good way, need to stop the &#8220;Crystalline,&#8221; the agent of a mad god beyond the stars. There are also some mooks calling themselves &#8220;The Strafe,&#8221; human followers of the Crystalline who think the laughably evil looking red energy crystals are sacred and healing, but they&#8217;re a bit more &#8220;blood and soil&#8221; about it than your new-age Facebook friends. These guys are capital-g Goons, shouting &#8220;For the crystals!&#8221; as you mow them down. The fluff here is lightweight and overstuffed with proper nouns, riding a grating thin line between inoffensive and offensive blandness.\u00a0<\/p>\n<p>Shatterline&#8217;s PvP is a mix of familiar gametypes: Payload, bomb defusal, team deathmatch. Each Shellguard Operative has a couple distinct tools, but these are mostly accents to individual playstyles. A crystal-based grenade here, a scouting drone, the works. There&#8217;s some neat map interactivity though: physics objects and doors can be kicked Duke Nukem-style to open up new pathways and roll cover into would-be killzones. The time-to-death is all over the place, and largely the result of primary weapon fire, so there&#8217;s little incentive for tight synergized team play like in Rainbow 6: Siege or Overwatch.<\/p>\n<p>Strictly F2P players can flip through a random selection of operatives that rotates every match, which is totally serviceable for casual play. For a reasonably monetized F2P shooter, it&#8217;s definitely adequate, but still insubstantial. Shatterline rarely feels like something distinct from the older Call of Dutys it&#8217;s pulling from. The cosmetic progression is weak, too. I found it tough to get excited about unlocking new sets of fingerless gloves for guys that only really say variations of &#8220;It&#8217;s go time.&#8221;\u00a0<\/p>\n<p>Weapons are operating in that same trite near-future visual framework: the blocky, rugged assault rifle fills the role of an AK-47, and its sleeker, more rectangular brother functions like an M4, etc. There&#8217;s a familiarity here that may be endearing to fans of the near-future Call of Duty games, (Black Ops 2, 3, &amp; 4 specifically), with unfortunately similar gunplay. The Modern Warfare 2 beta was all over the place in terms of modes, balance, and maps, but <em>man<\/em>, those guns. MW2&#8217;s assault rifles sound like artillery batteries going off in sequence. In contrast, Shatterline&#8217;s weapons feel like they&#8217;ve been ripped out of a 5-10 year old shooter, with little to no recoil, tinny sound, and a PvP time-to-death that confusingly feels both too long and too short, owing to jittery hit detection.<\/p>\n<div class=\"youtube-video\">\n<div class=\"video-aspect-box\"><\/div>\n<\/div>\n<p>I know MW2 probably got primo access to dark money military consultants to make modern war look as badass as possible, but there&#8217;s a new standard for how guns feel that Shatterline needs revamped sound and a more consistent damage model to reach.\u00a0<\/p>\n<p>For me, Shatterline&#8217;s primary draw was the eerie nordic hillsides you explore in Expeditions, a PvE side mode styled after Destiny&#8217;s Strike missions that&#8217;s interwoven with PvP progression. Deploying battle royale style into a semi-randomly generated map, you and two others (friends, ideally) serpentine your way through a mix of silicate cliff faces and slag-strewn countryside, clearing out cultist encampments and crystalline zombie hordes, pushing towards supply drops and boss encounters that provide weapon schematics for use in the PvP mode. There&#8217;s a refreshing amount of freedom here\u2014in stark contrast to the PvP experience, Expedition&#8217;s open-ended structure and play space incentivize a methodical, considerate approach to tough-as-nails combat. I found that exploration typically yields more rewards than beelining towards the objective, and the critically important supply drops can often be teased out from baiting predictable enemy spawns.<\/p>\n<p>It&#8217;s not a world full of surprises\u2014random combat encounters materialize every couple hundred meters, almost always at forks between branching paths, but I was still getting great gear from finding cool little research stations, crystalline caves, and abandoned villages.\u00a0<\/p>\n<p>Something about the combat in the Expedition mode just <em>clicks<\/em>\u2014positioning, elevation, accuracy, all things that felt secondary to pure reflexes in PVP are vitally important in expeditions. I found myself easily overwhelmed by even the weakest of enemies when caught unaware, something that happened often thanks to some clever AI. Shatterline&#8217;s bestiary loves hit-and-run tactics, so taking them out required coordinated group fire. Oftentimes I&#8217;d be desperately firing off a whole magazine at a sniper just outside of my optimal engagement range.<\/p>\n<div class=\"image-full-width-wrapper\">\n<div class=\"image-widthsetter\">\n<p class=\"vanilla-image-block\">\n<\/div>\n<\/div>\n<p><span class=\"credit\">(Image credit: Frag Labs)<\/span><\/p>\n<p>That line between hard-won victory and crushing defeat is down to the cohesion of your team play, again something absent on the PvP side. It&#8217;s a difference so striking that Shatterline feels like two different games awkwardly fused at the hip via an interwoven progression model.\u00a0<\/p>\n<p>Expeditions grow even more tense as they go on due to a &#8220;Contamination meter,&#8221; which randomly applies meaningful combat buffs to enemies at key intervals throughout a run. You can exfiltrate from expeditions after tackling just one objective\u2014often a Destiny-style combat puzzle, hacking a terminal and fending off waves of attacks\u2014or you can push on, chasing better blueprints and more attachments. These encounters really impressed me. They&#8217;re nail-biting firefights with limited opportunity for rest and resupply. I do have to flag the mission chatter here for being unnecessarily distracting, though. The scientists who facilitate your missions will squabble and feud over each other&#8217;s notes and citations over the course of these encounters, something so distracting that it got me killed twice.\u00a0<\/p>\n<p>Shatterline has a bit of an identity crisis. The PvP is a frustrating rehash of the kind of shooter I stopped playing in middle school, a free-to-play Black Ops 2 with crystals (ugh!). Although <a href=\"https:\/\/www.pcgamer.com\/call-of-duty-modern-warfare-2-will-introduce-destiny-style-raids\/\">Modern Warfare 2<\/a> is introducing a similar PvE mode, it&#8217;ll be tough to beat Shatterline&#8217;s tense combat and open-ended missions, especially at the asking price of &#8220;free.&#8221; especially when it \u00a0successfully synthesizes the brain smoothing feedback loops of both Destiny 2 and Warzone. Shatterline is punching well above it&#8217;s weight class, even if it&#8217;s bringing old moves to the fight.\u00a0<\/p>\n<p><!-- \/wp:html --><\/p>\n","protected":false},"author":0,"featured_media":8337,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[20],"tags":[],"_links":{"self":[{"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/posts\/8336"}],"collection":[{"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/comments?post=8336"}],"version-history":[{"count":0,"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/posts\/8336\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/media\/8337"}],"wp:attachment":[{"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/media?parent=8336"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/categories?post=8336"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.bwgamespot.com\/index.php\/wp-json\/wp\/v2\/tags?post=8336"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}