Different surfaces can give different weapons, in this case, one-hit-kill beam... |
Like Trackmania, ‘Skill’ is the core driving principle behind its FPS cousin. As such, it may seem rather simplistic compared to the current headliners in the genre. You have a stamina bar, which governs how what actions you can do and for how long (like running and shooting for example), and you have a health bar. In a typical mode, its two shots and your dead, and you get a point for each successful shot (if the game mode requires points, some modes like ‘Duel’ just go by kills). Your main weapon is a laser gun attached to one hand that fires bolts out as fast as you can click, and as soon as you jump in you can see the skill-factors that will lead you to victory – lead-distance, angle, speed… it’s like sniping on steroids.
For those that want to create, there's plenty of tools available |
Also like its predecessor, this game is as much about creating the environments as it is playing a match. The tools in Shootmania are as comprehensive as ever, and with the object being to create maps for weapon-based contests of skills, the potential is that much greater. There’s the basic building blocks themselves, with some blocks granting special powers like catapulting across the map, floating, switching your laser to a mortar, or a one-shot beam…. There are lots of different styles as well if you’re going for specific aesthetics. You can have in-game interactive interfaces, there’s direct scripting, interface enhancements, you can directly overwrite parts of the system if you want it to do something else… the mind, it boggles.
Simple game-modes like capture the flag, deathmatch, duel… can be made all the more interesting with a good map. A simple ‘flag’ variant that involves a race between the two teams to ‘raise’ each other’s flags is made 100x more interesting when you’re catapulted onto a narrow ledge with the flags, with your enemy’s spawn point directly in front of you and their objectives directly behind you. And it’s not all about block constructions either – you may have a map where two bases are located in old ruins, separated by a natural ravine filled with luscious grass and rocky outcroppings.
You try shooting whilst freefalling down from a great height, see how you get on |
Even though this is still a PC-only venture, the new FPS trimmings should make Shootmania a more accessible game as far as the market is concerned. We could go on, but to be honest it’s a bit much to take in all at once. Make no mistake though -from what we’ve played, Shootmania could be the new CounterStrike, and we’re rather impressed with what Nadeo have done. What’s more exciting though is to see their ManiaPlanet vision finally take shape – we sincerely hope things go according to plan, so we can see QuestMania and any future Mania’s after that. Shootmania: Storm is due for release on PC sometime during Q1 2012.
Most Anticipated Feature: Seeing what the community will do when they get their hands on the final product.