![]() ![]() The differences in hitboxes are much more subtle than you might expect. A developer spoke on Reddit about the hitboxes for the models: The eleven car types aren’t branded vehicles, but gearheads out there will be able to see where the developer Psyonix got the inspiration for the models.Īn important thing to note about the cars are that, while they have many designs and some are obviously bigger than others, they have the same mass and behave almost identically. When you’re not on the field there are a host of customisation options. While the field does give you a lot of options, it’s really the cars that make this game. The boom accompanying it never fails to hit a cord it becomes an ear-worm that tempts you back to the game. Once the ball passes the goal line it disappears in a massive explosion that sends nearby cars flying. And it feels great every time it happens. We’re saving our favourite for last, though. A virtual crowd will cheer and celebrate when you score it chants a countdown from the last ten seconds of the game. ![]() The soundtrack helps immensely in creating the real atmosphere of competition. Each section closest to the goals are bathed in the colour of its team to help players who lose their bearings at any point. The floor of the arena is also divided with a centre circle and halfway line. Most of them only provide a small boost, but certain pads in the corners of the floor will refill your boost meter completely. It is littered with points that fill your boost meter. The “regular” floor of the field offers some interesting features too. This extra dimension of area means you always have more options to approach a situation than you initially thought. If you loose speed you’ll slide off the wall, or you can choose to jump of it when you please. You don’t stick to it too strongly, though. With enough boost you’ll be able to do a full loop of the field, its walls and and the roof. ![]() ![]() These walls also offer a bit of magnetism to the cars, meaning a wall never turns into a dead end or corner, but rather a continuation of the field. Instead, the edges of the field curve upwards to the walls, which again curve to a roof. There are no sidelines for it to gently roll out of, stopping play for a throw in or corner kick. Much as is the case with indoor soccer, the ball is only ever out of play when a goal is scored. The ability for your car to be an acrobat is aided by the field. The combination of those three features, plus the ability to move while airborne means that any given match will consist of a veritable circus of cars flying through the air, trying manically to score goals. What separates these rocket cars from normal four-wheeled vehicles is the fact that they can jump, double jump and boost. There are no preening multi-millionaires here, only cars. What separates it from Fifa and Pro Evo are the players. The winning team is the one that scores the most goals. Rocket League is based on soccer there are two goals on either side of a fields and two teams of players. The instant you’ve completed a few steps in them you’ll understand what the game is about and why it’s so enticing. We don’t like game tutorials in principle here, but we highly suggest you complete them in Rocket League. Most RPGs don’t become that addictive until you’ve shovelled away at least a dozen or so hours. It’s been a long time since we’ve sat down to play a game and been instantly taken in by it. ![]()
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