Rollerdrome - Absolutely Rules (review - Pc. Steam Deck)

Rollerdrome - 2022

Rolodrome Holy shit, what a article game. Those of you who have watched the channel for a while now will know that the "Please don't skip these articles" are shout outs to my favorite indie titles, and nine times out of ten, they come from completely out of left field. Grit, a plague tale bpm. Nobody Saves the World, these are all games that basically snuck up on us and when they arrived we were like "Wait a second, this is incredible." I mean, if ever a article game fits into that exact description, it's Roller Drum.

I mean, sure, we had a cool looking trailer a little while back and we were like, "hey, it's Tony Hawk with guns basically," but I was absolutely not ready for this to be as good as it is. Let me put it this way, If this isn't in my top five games of the year list at the end of the year, I'm going to be really, really surprised.

While drone answers a question that I've long held in my mind, if you released Tony Hawk today, would it work? Could you release an arcade-style sports title that lives and dies by its mechanics alone? Could you release a game with only 12 maps and zero player customization? Zero skill trees or any other form of progression.

Rollerdrome - early access

Is there still a market for an extremely lean, focused, pure action sports title like the Tony Hawks, the Sean Palmers, and the Matt Hoffman's we used to have back in the day? Perhaps that question was already answered by the remaster of Tony Hawk 1 and 2 a few years back, but I think the influence of nostalgia and a very established audience muddies the waters on that one.

Perhaps the demand for the upcoming Skate is proof positive of all this. But I'd argue that Skate is a very different beast to those PS1 era sports titles, living far more in the freedom of their open world and their immersive quality than the arcade style mechanics that exaggerate the limits and possibilities of the sports they're based on.

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Looking at this footage, you might say that Roller Drum isn't exactly the right game to answer that question since it isn't exactly pure rollerblading action. I mean, you're dual wielding pistols, slinging a shotgun, dodging armored mechs as they fire rockets at you. Surely that's a layer of nonsense that creates a level of separation between this and Tony Hawk's right, yeah, but also not really a fundamentally different When you strip this game down to its core mechanics and loop and you really look at what it's asking you to do, this is more Tony Hawk than any article game I have played since Tony Hawk.

Rollerdrome - first impressions

It's built on the same DNA, giving you the opportunity to express both your creativity and mastery through the joy of speed, grinding rails, and launching yourself to impossible heights so you can perform sick 900s, all the while offering a skill ceiling that is limitless with replayability to match.

But that skill ceiling doesn't rest on just the trick system alone. And that's a good thing because the trick system here isn't nearly as tight and responsive as Tony Hawks' was. Part of that comes down to the fact that you're forced to use the analog stick to do tricks, since the d-pad is reserved for changing weapons.

Rollerdrome - game

The analog stick isn't great for precision. Quick double input presses are required to execute certain tricks, and if I do have one criticism of the game, it's that more work wasn't done to tighten up this trick system so it didn't feel so hamstrung by the analog stick. The other reason why the skill ceiling isn't dependent on landing tricks is that you actually can't land tricks is that you cannot stack in this game.

So complete is roller drums' commitment to speed and fluidity, that they have removed the ability to fall over, which may seem like a cop-out at first, but there are very compelling reasons why they did this. The main one is that you've already got enough on your plate. Tony Hawk never had snipers shooting at him while he was trying to pull off that 900.

You do that here in the rolodrome. And removing your ability to stack gives your brain the headroom it needs to focus on incoming threats, or plan your next attack line, or do any other number of things this game is asking of you. The other thing is that momentum really matters in this game. You find yourself stuck in a corner for just a second or two, and it's game over since you have so many attackers trained on you at any point in time.

Rollerdrome - gameplay

You fall over, standing still for two to three seconds while you collect yourself. That would never have worked in this game and the developers totally made the right choice with this tweak, so if the trick system isn't that great and you can't fail at landing tricks, then how is the skill ceiling so high?

Why are you hyping this game so damn much? So shill us up. Well, we've spoken a lot about Tony Hawk at this point. It's time to talk about Doom. Doom 2016, and Eternity, not the first shootie games but certainly ones that codified new language around how we talk about article games, namely combat chess and push-forward combat.

Combat chess is the idea that each new enemy represents a chess piece on the board with a distinct set of capabilities, and those pieces can be combined in different ways to create interesting encounters, while push forward combat is the idea that we gain health through forward momentum, killing enemies and claiming the health they leave behind as our sustain.

Rollerdrome - games

Both of these concepts are cortorallodrome. To the point where just as rolodrome can feel like the best parts of Tony Hawk, it can also at times feel like the best parts of modern doom, albeit with a bit of max pain thrown in. Rolodrome is a bloodsport staged by the omnipotent and omnipresent megacorporations of the near future to distract the populace from their various forms of indentured servitude.

Their corporate overlords host the equivalent of Rome's gladiatorial; games, bread, and circuses, with the bread brought to you by this week's sponsor. The rules are simple. One person enters an arena and has to dispatch all of the foes as quickly as possible while trying to hit as high a score as possible.

Your score is not by performing tricks while the multiplier is racked up by eliminating targets. The goal is to string together long smooth trick chains and then take out an enemy before your trick multiplier expires. Ideally, you should be able to do your entire run in one uninterrupted session.

Rollerdrome - guide

And indeed, there are challenges later on that will ask you to do just that. Just as the trick system is heavily assisted, so too is the combat. Depending on the weapon you're using, of course, both the dual pistols and the shotgun will automatically target enemies in range, while the railgun and the grenade launcher both require manual aiming.

Rollerdrome is one of the best games I've played all year and imma be stunned if it isn't in my Top 5 GOTY list. What an awesome videogame.
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