Every time a new ‘Hero’ based competitive game is announced there is a collective eye roll and groan, that emanates from deep within all of us. Too often publishers make big promises of high skill, squad based, engaging experiences with a big competitive scene. Too often they under deliver on their claims. Of course, there have been exceptions to the rule; such as Riot Game‘s most recent title, Valorant. Now, Relentless Studios backed by Amazon Games is stepping into the ring with Crucible. Will it succeed, or is it doomed to fade from existence?
Right away, Crucible checks off most of the expected boxes fora game of its ilk.
- Colorful cast of characters
- Skills and Abilities designed with Synergy in mind
- Objective Based Competitive Modes
- Obtainable Loot
It all seems like standard fare on paper. However, after diving a little more into the gameplay loop and how individual modes progress, the picture becomes a little clearer.
Before that, let’s talk a bit about character archetypes, or the fact that there really aren’t any traditional ones. The beefy space trucker, Earl seems like he would fit your typical Tank role, but can in fact play as offensively as Shakirri whom sports higher DPS and mobility. This is thanks to a mid-game leveling system most often seen in MOBAs (and recently in games like Battleborn) that lets you upgrade your character and choose unique abilities that can dramatically change your strategy and edge over the competition.
Characters like Tosca, a mad genius feline, can benefit from upgrading/augmenting her X-Ray and Teleport abilities to effectively outsmart and strategize against her opponents before they even realize she has the drop on them.
According to Jon Peters, lead combat designer, characters all have individual ‘Skill Floors and Ceilings’. This was a focal point so as to accommodate both casual and ‘pro’ players. Jon stressed “-generally speaking, we’ve put the ceilings as high as we possibly can.” It’s clear they want to establish a starting point for the cast while leaving plenty of room for players to discover where the ‘finish line’ for improvement might be.
There are 3 modes currently available: Harvester Command , Heart of Hives, and Alpha Hunters. Harvester Command is an 8v8 tug of war over ‘Essence’, the Crucible world’s most valuable resource. Players must take control of drill sites positioned around the map in order to start accruing points while strategizing when to defend and attack. If you’re thinking “This is just Control…” then you’re mostly correct. It will be interesting to see how the unique combat mechanics may or may not add flavor to such a tried and true game mode.
Next up is Heart of Hives. This game type features a quicker pace and feels the most action packed of the 3. It’s 4v4 this time and teams are tasked with destroying large monsters that appear periodically on the map. Once defeated, the creatures leave behind their hearts which must be defended from the opposing team for a brief moment in order to secure a point. Grab 3 points and the victory is yours.
Lastly, we come to Alpha Hunters. This is the 16 player ‘Pocket’ Battle Royale mode that tasks duos with outlasting their opposition. The main wrinkle however, is that if your teammate is defeated and you run into another solo player the both of you can form a temporary alliance until the final showdown. If you manage to make it to the final encounter, then all bets are off and it’s a duel to the death. I find this take on traditional BR elements to be rather interesting, and it really drives home the necessity of teamwork, as duos that survive together will have the biggest advantage in the final round.
Relentless have been keen to state that they’ve designed Crucible with a competitive scene and Stream culture in mind. Weapon effects and the overall aesthetic has been specifically designed with visibility and understanding in mind. They want viewers to be able to keep up with the action and not feel overwhelmed or confused by what’s going on. Even the number of players per mode was specifically tuned for optimal viewing. It’s easier to track 16 players divided into 8 squads than 50+ running around doing their own thing after all.
The team has also made it a point to confirm that all unlockables via the game’s Battle Pass (Yes, there’s a battle pass.) will be purely cosmetic. This won’t surprise many, but it’s at the very least a gesture of good will that they aren’t tainting their product with microtransactions right out the gate.
It will be an uphill battle for Crucible to gain a foothold in the current market. There are already too many titles in the crowded PvP genre soaking up big numbers, and consumers have already proven that interest can absolutely wane overnight, ultimately dooming an IP before it even has a chance to breathe.
I like the ideas that Relentless are proposing and give them props for taking a chance with such a colorful cast of characters. We’ll just have to see if their efforts payoff and players stay interested. Crucible launches tomorrow on Steam 5/20/2020, and will be Free to Play for all users.