Its maps jump between being focused on infantry and vehicles, much like Battlefield does, but neither element is very strong. And that’s really the game’s biggest problem, a lack of identity. The best of the bunch is Autobahn which at least seems to understand that the game’s focus needs to be on its mixture of vehicles and infantry, although even here the game slips up because it’s small 9v9 matches and large amount of available vehicles places the emphasis on vehicular combat with infantry getting sort of forgotten about in the scrum. The maps lack any sense of flow or sensible design for the most part, with Favela being a hodge-podge of empty, bland buildings that form an overly complex maze of twitch shooting. Firey explosions pack all the wallop of a radish being slapped against a table, guns sound weak and vehicles don’t even sound remotely like their real-world counterparts. Attempting to pinpoint the sound of gunfire, explosions or moving vehicles is nearly impossible, especially since nearby explosions frequently don’t make a noise. Even if the graphics are terrible provided you can properly spot enemies then it’s something that can be ignored, but good audio design is important in any shooter, and here it’s atrocious. This looks like a game from PS1 era with animations to match. It’s shoddily put together, and the horrible textures don’t help. Maps have been tossed together using assets that don’t always fit together, so it’s hardly unusual to see stairs sticking out of pavements, houses that look identical and even scenery that’s floating above the ground. It begins with the presentation which is poor to say the very least. On paper it sounds kind of fun, a cheap Battlefield clone crossed with some CS:GO that’s free to play. Red Crucible is basically a very stripped down version of Battlefield, tossing some players into a relatively small map with tanks, jeeps and choppers available while infantry duke it out across a respectable selection of stand game modes, such as capturing points around the map. Despite its rather low price-tag of absolutely nothing it’s just not worth the time.īut before we arrive at the way the game handles its microtransactions we must talk about what it actually is. But things are quiet at the moment, so aside from a piece about Rust and a review of Warhammer Quest: An Adventure Card Game (that should be up about now) there’s not much to do, hence Red Crucible: Firestorm, a free-to-play game that has seemingly migrated from its browser-based beginnings to Steam. Normally I wouldn’t bother reviewing a free-to-play title, especially one with such a small download size since you could just download yourself and have a go. That brings us to Red Crucible: Firestorm. Sadly micotransactions have managed to make their way into regular games now, too, polluting the industry. Done correctly it can be fantastic, and yet all too frequently we see it being done poorly, the developers clearly putting their desire for cash above all else. On paper I support the idea of the free-to-play model.
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