Review of Laura Dromm

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Review of Laura Dromm

Rollerdrome is a game about performance. There is fighting, but winning is not the goal. It's about style. The attitude you have. Putting on a show. Efficiency is a byproduct of mastering that intense dance.

This may be my favorite action game since Devil Daggers. The single-minded, stylish, evocative beast pulls you along with it in a way that is hard to let go of. I played it many times in the middle of the night, chasing a high score on the roller-drome.

The main character, Kara Hassan, would enter a gladiator contest on roller skates. She will be participating in a gladiator contest on roller skates. In short, the game is very simple. The fun part of the game is that while it builds a lot on that foundation, it's also a lot of fun, even if you only learn the basics. That's no surprise since it was created by Roll7, the company behind the fun skateboarding series OlliOlli. The controls are simple - just steer and build momentum - but they really feel great. No matter how many times you master it, it adds a sense of speed to every action.

In "Max Payne"-style bullet time, landing a shot is more a matter of timing than aim, and combat feels like part of the overall rhythm of the game rather than a distraction from flips and tricks. Defeating enemies gives you stamina, but ammo only comes back when you do tricks like grinds and perfect dodges. There must always be a balance between movement and attack. Deciding on combos is the sweet spot that makes roller-dromes shocking and faster and faster. What combination of weapons can take down a shielded enemy in seconds? Can you trick that enemy into letting a mine strike your friend?". It's a game that is as much fun to watch as it is to play.

On that note, the visuals aren't bad either. It has a broad, vibrant look reminiscent of last year's "Sable," with a retro-futuristic, 70s-inspired design. All of it is clearly influenced by the work of the painter Jean Giraud, better known as Mobius. (Impressive in screenshots and video, but even more so very legible. Strong colors, high contrast. Even the large bold text introducing the new levels speaks to the clarity they are aiming for.

The game can afford to be incredibly chaotic and explosive (especially in the second half) because they clearly convey information to the player. For example, snipers' beams and charging lasers turn white to indicate a perfect dodge. The sound is also excellent, drawing you in to that harsh sound of wheels rolling across concrete before a symphony of explosions, rockets, and shotguns are unleashed. The soundtrack itself seems to mimic the increased tempo of each level, letting you know that the timer has rung. All of this combines to make it so that you know what is happening at any given moment, without having to think about it. It also looks and sounds very good.

As you progress, the complexity increases rapidly. Enemies pile up, each requiring new tactics from the player (check the challenge for tips) and changing the player's abilities. Skating is complemented by wallrunning, and starting pistols are soon joined by shotguns, grenade launchers, and railguns. Each offers a new dimension and style of play, and specific combinations can be used to challenge the enemy. I loved going into the crazy new spaces with a lot of confidence. In fact, the game's difficulty curve is perfectly calibrated throughout. The endgame certainly gets tougher, but I never felt out of my depth. I never felt frustrated by new enemies, just exciting new puzzles to solve.

No matter how you stack up, the core of the game is always performance. The goal is not to defeat the enemy, but to do it stylishly. It looks cool when you lunge at the side of the enemy and shoot from behind while spinning around. Flipping just before launching a grenade down on a walking mech is what gets spectators excited in this funny death sport. There are tons of tricks to master (all listed in the handy "Trick Description"), and it's essential to incorporate them into your runs if you want to score high or complete the game's challenges.

The progression of the game's campaign (about a dozen levels and a mode that can be unlocked after clearing the game) is linked to these challenges, which encourage players to try daring tricks and pursue impossible score multipliers. Each challenge can be tackled independently, as they count even if completed before defeat. Again, if you want to take it easy and run with it, the game allows it. In fact, there are a number of modifiers, including invincibility, that make the game as easy to experience as possible. These will keep you off the leaderboard, but allow you to enjoy the game at your own pace.

However, if you are anything like me, you will want a high score. Chain together a few challenges and high multipliers" Let's get to work. It's a thrill only the best action games provide to practice a few rough tricks before succeeding, but I've never felt so relaxed in a score-driven game. Rarely did I get frustrated by a failure or a stunt gone wrong. There is a sense that it is more about practicing to do well next time than about losing. The joy is even greater when you not only get it right, but also get to perform a little stunt. A spin before firing a shotgun, a somersault before taking down a sniper from above.

This swagger is part of Kara Hassan's identity. She is practically a silent protagonist, but you get a sense of who she is through the games that encourage stunts and the few interspersed narrative sections. At the beginning of each level of the Champion, there is a bit of a breather, putting you in the Champion's shoes to explore behind the scenes and flesh out the worldview. As she comments on her aloof rivals and plays with action figures, she portrays someone who is competitive, yet humble enough to understand the stakes beyond the confines of the sport.

As you play, you too will find hints of protest and revolution outside the arena. You love this horror. Especially when you're wearing skates.

All of this is a complementary story applied with a light touch. It's just enough to take a breath and wonder what will happen next. Like Kara, I wanted to see it through to the end. Because with each new level, the spectacle rises from stadium battles to all-out warfare. There is a truly epic spider tank battle in the second half of the game that blends effortlessly with the game's over-the-top sensibilities. If you imagine the endgame from the beginning of the game, you'll think it's impossible, but by the time you get there, you'll be smiling at the overwhelming odds. Go for it.

Keeping on top of the chaos is an important survival skill, but if you keep things too calm, it will be impossible to chain together a score multiplier. Enemies almost become your dance partner, and you must plan a careful choreography to reach a high score instead of just killing every enemy in sight. You might hit an enemy once to keep the multiplier and leave it for the next map instead of killing it. If you start thinking of roller-dromes in that light, you will be amazed at the frightening heights that can be reached.

Not that speed isn't important. You get a bonus to your score based on how many you beat within the time limit, and you are penalized if you go over. Just don't lose sight of what is important. This game certainly does. [Rollerdrome is a game of squinting, aiming, and shooting with lasers. Its focus is on creating a fast-paced loop of action, where each beat hits hard and flows effortlessly into the next.

There are no skill trees, no unlockable abilities or experience. There are no obstacles between you and exhilaration. The game knows exactly what it wants to be and nothing stands in its way. Kara Hassan will not stop until she conquers this sport. After dozens of hours in the roller drome, I'm inclined to agree.

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