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[STEAM] Concord Review In Progress - Beta Impressions


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Grab a copy of
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off some dusty GameStop shelf and rub it under the musky armpit of the Guardians of the Galaxy’s Peter Quill and you might have something close to the feeling of Concord. As competitive hero shooters go, this sci-fi contender from Sony plays it quite safe, complete with immediately charming characters immaculately rendered in gobsmackingly beautiful cutscenes and ability-based PvP combat that never addresses why those characters are fighting one another when they’re clearly allies in said cutscenes. But just because it doesn’t offer much in the way of innovation doesn’t mean Concord isn’t extremely fun to play. I still have lots more to see when it launches properly next month, but with 16 characters and four familiar game modes available in its preorder beta this past weekend, the vast majority of the 10+ hours I’ve spent with it so far have been a sweaty, ****-toting good time.

You and your squad will form a five-person team of super-powered characters, each with their own unique strengths, weaknesses, and special abilities, and then bring them to bear against an opposing team in a variety of formulaic game modes. Those include a standard deathmatch mode, a “***** Confirmed” mode called Trophy Hunt, an *******-and-defend mode called Cargo Run, and a zone control mode called Clash Point – none of which possess even the slightest hint of novelty. But being overly familiar isn’t necessarily a bad thing if you’ve got best-in-class gunplay and awesome characters with compelling powers to back it up, and boy, Concord has got both of those down pat.

Concord sagely keeps its ******* selection very slim, with just two options given to each character by default and no way to customize that – but the upshot there is that every single ******* feels incredibly responsive and finely tuned, and no two characters have weapons that feel at all similar. The arena-controlling old lady, Duchess, wields a submachine **** that’s devastating at close range, while the sneaky and tactical Vale mostly relies on a long-range ******* rifle to take out enemies from afar. Not everything seems perfectly balanced – I, for one, think most things should probably **** when they take a ******* rifle shot to the head, and it’s a bit weird that the character that uses a slow-loading missile launcher as her main ******* doesn’t do more damage with it – but they all feel really good to use, and that means I’ve been having fun even when it feels like something needs tweaking here and there.

Every ******* feels responsive and the abilities are largely fantastic. Similarly, the abilities that complement those weapons are fantastic, diverse, have very generous cooldowns, completely changing the way combat plays out depending on which character you’re playing as. The floating, fireball-chucking Haymar can ****** opponents for a ******* of time and make them pay for standing in the same spot too long, while the rampaging ogre, Star Child, can close distances quickly with his charging ******* and smash the ground to do heavy damage around him. Not all characters feel quite as original, like how Teo is the world’s most generic soldier and comes equipped with a smoke grenade and cluster grenade as his two powers, but those bland options are few and far between. Learning each character, using their abilities to counter the team comp of your opponents, and juggling the madness on the battlefield with top-notch gunplay was just as fun in my first match as it was in my 30th, and I certainly can’t say I’ve felt that way about most hero shooters I spend time with.

One of the few novel twists Concord brings to the genre is the way its competitive playlist works. Unlike the casual playlist where you can play whichever character you please (so long as someone else hasn’t already selected it), in competitive you cleverly aren’t allowed to select the same character again if you win a round while using them. Since matches go to best of seven rounds, that means winning one will push you to get outside of your comfort zone and use a minimum of four different characters. Not only is this a neat way to force people to master more than just one or two options, it also encourages communication with your team between rounds to ensure you’ve got proper coverage to play out whatever strategy you’re trying to pull off as your options get slimmer.

The other interesting wrinkle Concord adds to the formula is character variants: Slightly different versions of existing characters that come with a unique perk and an altered appearance, and which can be unlocked by completing specific objectives during matches. For example, the gunslinger Lennox can normally reload his ******* by dodging, while the variant you can unlock for him loses that ability, but gets more ammo for all his weapons instead. The five variants available for each character so far offer mostly minor changes like this, but they definitely add a meaningful thing to chase that provides more options in combat. Perhaps more importantly, they also give you the opportunity to fudge the numbers a bit in the competitive playlist, since variants count as separate characters on your crew, and therefore, let you play as the same characters in multiple rounds.

I also just love that Concord is chock full of goofy terms in its “How To Play” tutorial section, like how it tells you if certain game modes are likely to be sweaty by assigning them a “Sweatstrum” rating, or how it explains you can recharge your abilities with “Sloops,” AKA “Skill Loops.” There might not be much of a story yet, but this game’s got charm coming out of its Martian ears.

There’s still more I haven’t been able to play in this early beta version, like the two game modes that remain locked for now, but Concord is already shaping up to be a heavyweight hero shooter I could easily see competing with the genre’s giants. It doesn’t seem like it will bring much new to the table, and that’s a bit of a bummer considering we’ve already played great games very similar to this one before, but I’m heartened by what I’ve seen so far and am looking forward to playing a whole lot more when it launches next month.



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