Rollerdrome Review: Skate Or Die

Rollerdrome Review: Skate Or Die

When I was losing hours to Roll7’s latest side-scrolling skateboard platformer, OlliOlli World, I never said to myself, “I wonder what this would be like if my skater had a gun.” Roll7 obviously did, though, and the result is Rollerdrome. Though it makes departures from the skating games that Roll7 is known for, Rollerdrome nails what’s most important about them: it’s an easy game to play that makes you feel awesome while you’re playing it.

Rollerdrome is similar to Roll7’s other titles in that it’s a single-player skating game that emphasizes performing tricks, but this isn’t just an OlliOlli game with guns. Rollerdrome eschews the side-scrolling nature of Roll7’s famous platformer series for fully 3D skate park-like arenas; as you skate through a single area, you must utilize walls and ramps to loop yourself around and to perform tricks. Populating this arena are enemies that spawn in various locations, meaning that while you’re doing manuals and flips, you also have to take down the bat-wielding melee fighters and distant snipers who want you dead.

Also differentiating Rollerdrome from OlliOlli is the fact that the former is not a skateboarding game, but rather, a rollerskating game, set in the future as imagined through the lens of the 1970s. Rollerdrome draws heavily from the sport of roller derby, while also taking inspiration from the 1975 James Caan movie Roller Ball, which was about a near-future bloodsport run by a corporation with nefarious intentions. That’s pretty much what’s going on in Rollerdrome, too.

The focus in Rollerdrome is on the competition, which sees your lone skater enter an arena where they have to clear out several waves of “house players” who have a smattering of weapons of their own. Your goal is to clear out all the house players as quickly as you can, but the enemies all have different guns and quirks for how you have to deal with them. You start the game with a pair of pistols and slowly unlock more guns through the course of Rollerdrome’s short campaign, up to a total of four. All the guns are fairly effective in every situation, but each one has situational advantages. The low-damage pistols are good for staggering an enemy or finishing someone off; the slow shotgun can fire well-timed “slug” rounds that do one big hit of damage; the grenade launcher can hit multiple enemies, but is tough to keep stocked with ammo; and the rail gun can hit enemies from great distances, but only if your aim is precise.

The combat portion of the game is smartly designed to make you feel cool as you make lots of tactical decisions, without requiring much in the way of twitch reflexes or intense shooter skills. The focus is on maintaining momentum and planning your moves through the arena, so skating and aiming are both handled automatically–you only have to steer, and as long as you’re close enough to your foe, your bullets will hit them. You can also slow down time for a brief period by holding down a shoulder button, which allows you a little more precision in your targeting, without disrupting the fluidity of your skating.

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Much more important is picking the right gun for the job. Enemies with riot shields are best stunned with the grenade launcher and mopped up with the shotgun, for instance, while the constant barrage of bullets from your pistols can do a lot of damage to teleporting enemies before they have a chance to escape. The rail gun can quickly take out the jetpacks of airborne enemies before they can get the upper hand on you, and the best way to deal with more fortified foes who fire rockets is to shoot their projectiles and then follow up with your fastest guns. Rollerdrome does an excellent job of making all these options easy to execute, and the time-slowing focus ability gives you plenty of opportunities to assess a situation, pick the right weapon, and land your shot before you hit the next ramp or start another grind.

As the game progresses, the situations you find yourself in get excitingly hectic. You’ll be under assault from big batches of house players who shoot back at you, and their aim is just as good as yours. You have a dodge ability that briefly makes you invincible to help keep yourself alive, and if you time it correctly, it’ll give you bonus damage on your shots. You also gain health from enemies you kill, but you have to be close enough to collect it. Fighting in Rollerdrome, then, is all about constant planning–where you’re headed next, which targets you want to prioritize, how to move through the arena to keep yourself alive, and which weapons to use for each situation as it comes up. It gives Rollerdrome an aggressive, cerebral aspect that pairs perfectly with its fast-paced action; you’re a top-tier competitor because you’re not only great at skating through the arena, but also constantly analyzing it.

Where Rollerdrome really excels is in mixing all these combat ideas with the skating action that Roll7 is known for. The underlying premise is that each arena is something like a Tony Hawk’s Pro Skater level, and whenever you’re not shooting enemies, you’re trying to do sick tricks. These two elements of the game can feel at odds with each other–why are you stopping to do backflips when people are shooting laser death rays at you?–but the game brilliantly combines its trick-based skating gameplay with its shooter combat. You have limited ammo for your weapons, and all your guns share the same ammo pool, so if you go ham with your pistols, you won’t have any grenade launcher shells waiting when the magazines are empty. The only way to restore your ammo is by doing tricks, and the cooler the trick, the more ammo you’re rewarded with by the Rollerdrome judges. The ammo system makes the skating mechanics an essential part of the shooting mechanics, and coupled with other useful additions like the time-slowing focus system, it never feels like the tricks are an impediment to the shooting; instead, they’re the secret ingredient that helps Rollerdrome stand apart from other shooters.

The ammo system adds another wrinkle to the focus on planning: In order to keep killing enemies, you have to do killer tricks. So you’re not only making your way through the arena to take down priority targets while dodging incoming fire and keeping yourself alive, you’re also sizing up where the ramps are, or whether a grind rail will take you past your intended targets, or where you can do a wall ride up to a better vantage point to fire off a grenade.

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It’s an intelligent combination of systems that mixes two very different kinds of play together to make a game that works much better than you might think it should. Doing flips over the heads of enemies, slowing down time, and blasting them before they can react is awesome every single time. Quickly dodging a sniper round, only to follow up with a powerful attack of your own, always makes you feel like you have a complete mastery of the Rollerdrome arena. And a focus on ever-present momentum gives the game a kineticism that means the action never stops–messing up a jump or blowing a grind just means your character automatically does a somersault back to their feet to keep moving. You never have to stop to think about little things that will distract you from the much more engaging problems of how to pull off your next trick or take down your next opponent.

If there’s a drawback to Rollerdrome, it’s that it naturally hits a skill plateau that’s tough to move past. Like OlliOlli and Tony Hawk, Rollerdrome puts a big premium on racking up the most points you can, and smartly combines the shooting and trick mechanics to make them essential for climbing its online leaderboards; tricks score you points, but killing enemies creates combos and drives multipliers, so you need to be doing both in tandem to really put up numbers. Trick controls are generally simple and easy to do under pressure; grabs are executed by pushing a direction on the control stick while pressing a face button, and more elaborate tricks take an extra movement swipe or two to pull off. The speed needed to execute those tougher tricks results in them not being particularly reliable, though, so I found I rarely was able to work in the more involved items of the “tricktionary,” especially at the height of intensity in a match.

So, once I started getting good at Rollerdrome, I felt like I couldn’t really get much better. Keeping combos going and killing enemies to raise your multipliers is a huge part of earning a high score, but I got a little tired of pulling the same five or 10 tricks over and over, and could never seem to get the tougher ones to activate when I actually wanted them to.

Rollerdrome also contains an initially engaging first-person narrative component that winds up being disappointingly inconsequential. You play a new competitor on the Rollerdrome circuit trying to make a name for yourself among the stars of the sport. Matterhorn, the corporation behind Rollerdrome, is using the sport’s popularity to consolidate its power, lobbying the government to take control of the country’s police forces while protestors push back against its influence. Rivalries between players, political machinations, and conspiracies playing in the background are all revealed by news reports, notes, and clues you find in the locations you visit, such as the locker room before a match or a TV studio while you await an interview. The little tidbits flesh out the world, and you even have a few small choices to make along the way.

Unfortunately, though, those choices and the story don’t amount to much, other than a little bit of color added to your deathmatch play. Most of the plot is vague impressions implied by items in the environment, like the fact that one competitor is arrested for their ties to an anti-Matterhorn political group, and it all goes about where you’d expect. You can make some minor choices about where you might stand on the political situation, but those choices don’t seem to affect anything–either way, you fight to become the new Rollerdrome champion, and when you manage to do so, you go back to competing in tougher versions of Rollerdrome’s matches in the subsequent season. The ideas and presentation of the plot add a lot to the game world in an understated way, like a riptide flowing just beneath Rollerdrome’s gameplay, and it’s just tantalizing enough to leave you wishing there was more.

Still, Rollerdrome is a blast to play, especially as you get the hang of each of its systems and really start to hit the “flow” state Roll7 is trying to achieve. Revisiting old matches and wiping the floor with house players for 20- or 30-times multipliers is extremely satisfying, and doing backflips over enemies while you blast them with a shotgun always looks and feels incredibly cool. Occasionally, aspects of Rollerdrome can be a little too simple for their own good, but overall, the game is a brilliant melding of systems that don’t seem like they should work together, but in practice, combines excellent elements of skaters and shooters to elevate both.

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Indika Review – The Devil Makes Three

Indika is a hard game to define. It looks like a horror game, but it’s not scary–at least not in the conventional sense. It plays like a third-person puzzle game, but most of the puzzles don’t require much thought. What Indika definitely is, however, is a fascinating psychological examination of faith and doubt that’s supported by remarkable visuals and mature writing. Occasionally, its ambitions get a little unwieldy, but developer Odd Meter’s decision to take on these heady themes and confidently explore nearly all of them is an impressive feat.

You play as Indika, a nun tormented by a demonic voice in her head, as she travels across a nightmarish interpretation of 19th-century Russia to deliver a letter. Most of the game consists of traveling from point A to B, solving a few puzzles, and watching cutscenes, but within these tasks are moments of introspection and self-discovery. Along the way, she meets an escaped convict named Ilya who claims God speaks to him. What ensues is a nuanced exploration of faith and doubt, love and hate, and pleasure and suffering. Both characters believe in the same God; rather than pitting a believer against a nonbeliever, Indika explores the space that exists between two interpretations of the same faith. This specificity allows Odd Meter to delve into different shades of Christianity and examine how the same texts, rituals, and prayers can be bent to ascertain different meanings.

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These frequent philosophical exchanges could have easily come off as overwrought or self-indulgent, but all these musings are in service of the characters and their development over the course of the story. For example, Indika tells Ilya she joined the convent of her own volition, but because her decision was fueled by emotions and experiences that were out of her control, can she really say she became a nun through her own free will? Ilya challenges this notion, and declares that free will is how we rise above our biological dispositions. Reflective conversations like these are key to Indika’s character as she grapples with her faith and attempts to make sense of her life.

It helps that Indika is portrayed by the fantastic Isabella Inchbald, and Louis Boyer embodies Ilya with equal confidence. There’s a raw authenticity and conviction to their performances that bring both characters to life. You can hear the fear and doubt in Indika’s voice and the desperation and hope in Ilya’s. Meanwhile, Silas Carson’s portrayal of the devil is humorous, sadistic, and cordial in his demeanor as he deftly narrates the action. While the writing and acting are great, they are occasionally undermined by awkward animations. Sometimes the action will look a bit too robotic, or dialogue won’t quite sync up with a character’s mouth. These are minor issues overall, but sometimes it was just enough to take me out of a scene.

Nevertheless, Indika is one of the most visually arresting games I’ve ever played. Developer Odd Meter uses framing, color, and lighting to achieve a look and feel that is rarely seen in games. Wide-angle shots often distort Indika’s facial features and warp the background to give the experience a voyeuristic feel. The framing, meanwhile, consistently impresses as it accentuates the action and world. In one section, after being chased by a wolf the size of a truck, the beast takes a tumble and wedges itself in a water wheel. What follows is a subdued conversation between Indika, Ilya, and the devil in her head about whether or not a beast can be sinful, as the camera tracks the dead wolf being dragged underwater by the water wheel. It’s a macabre scene given the context alone, but the stylistic choices allow the tone to meet the moment more effectively than a standard shot/reverse shot conversation would.

Rather than pitting a believer against a nonbeliever, Indika explores the space that exists between two interpretations of the same faith.

These choices aren’t just for show, either. They are bold and sometimes jarring creative decisions that reflect Indika’s inner turmoil as she travels across Russia. There are sections where the world–at least from Indika’s perspective–is split in two. When this happens, an oppressive and discordant synth kicks in as hellish red light soaks the scene. Through prayer, Indika can reforge the world around her and suppress the chaos. To progress, you–and by extension, Indika–must rip apart and merge her world by alternating between Indika’s cacophonous hell and her quiet reality. Although rare, these moments give weight and meaning to Indika’s gameplay as they leverage Indika’s themes of faith and doubt.

The same can’t always be said for the game’s puzzles, though. Most are simple and mundane: Move some boxes around, manipulate a crane, and strategically align lifts and elevators. Puzzles like these make sense in the early hours, as the game familiarizes you with Indika and her menial life. But as her world expands, these bland puzzles start to feel tonally and narratively incongruous as Indika struggles with her faith, especially when some puzzles literally let you tear the world apart, while others have you shove a box around.

With these criticisms in mind, it may seem like this story would be better told as a film or book. What’s fascinating, though, is that Indika clearly understands the medium it inhabits. It brazenly leverages video game tropes to elevate its themes. You’ll earn points for acts of faith, such as performing the sign of the cross at crucial moments, lighting altars, and collecting religious texts. You can then use these points to unlock skills that increase the amount of points Indika can earn. The thing is, these points do nothing. The loading screens even tell you they are useless. They have no discernible value and are simply a shallow way to measure Indika’s faith.

Yet, I didn’t want to miss any of it. I lit every altar, collected every text, and mashed the sign-of-the-cross button (yes, there’s a button) at every opportunity. It’s almost silly to gamify this stuff, but putting Indika through the motions as she builds up an arbitrary “faith” score while she’s actively questioning her faith is brilliant. I grew up religious. I went to church every Sunday and attended Catholic school. There was a distinct period in my life when I was questioning my beliefs, yet I still held on to some of those ingrained rituals. There was a quiet guilt that I couldn’t expunge: a feeling that could only be alleviated by going through the motions. In a way, it feels like Indika is using the language of video games and my understanding of them to reinforce her feelings of faith and doubt. Indika is about the internal struggle of a nun who isn’t entirely sure what she believes anymore, but seeing her cling to tradition–through my actions–is powerful.

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Although Indika does an excellent job exploring its themes of faith and doubt, there’s one subject the game doesn’t handle with the care it requires. In one particular scene near the end of the game, it touches on some uncomfortable territory that–depending on your interpretation of the story and its themes–might feel unnecessary. Up until that point, the evil that exists in the world feels intangible and theoretical. Indika and Ilya talk of hell and demons, but it always feels distant, almost as if God is protecting Indika on her journey. That is, until the final moments of the game, which allude to a sexual assault. The reasoning behind this scene is to test Indika’s faith, but as it stands, the scene in question feels like a means to an end rather than something Odd Meter wanted to properly explore.

Given the Catholic Church’s long and pockmarked history of sexual abuse, it makes sense that it plays such a critical role in Indika, but it’s not examined with the care that is necessary. The scene and what follows are clearly intended to elicit a lot of different emotions and speculation, but when those knee-jerk reactions stem from something so traumatic, it feels unearned. It’s almost as if the game wants you to move on as quickly as it does, which stands out as unusual in a game that is otherwise very thorough in its interrogation of sensitive subject matter. To be clear, Odd Meter doesn’t botch this scene entirely. Atrocity is often the most difficult test of faith, and they had the good sense not to show the assault itself. However, once the scene ends, it feels like Indika is barrelling towards its conclusion, while I was still trying to make sense of what just happened.

I’m often frustrated when developers lean on religious iconography but fail to explore faith in a meaningful way. Some of the greatest works of art exist because of religion, either as an exploration of it, a testament to it, or a denouncement of it. Human history is inextricably tied to religious faith. Yet, outside of a few exceptions, games tend to avoid commenting on religion without obfuscating it behind fake dogmas and fantastical gods. Indika’s direct examination of Christianity allows it to better explore the gray areas of religion and faith that are often lost when the recognizable specifics are swapped with allegorical fiction. And while the execution occasionally falters, its willingness to grapple with these difficult themes, and the conclusions it draws, make Indika a fascinating journey.

Endless Ocean: Luminous Review – Hope You Really Like Fish

Between the advent of cozy games, farm sims, rhythm games, narrative adventures, and more, we’re in something of a golden age of non-violent games. If you want to take a break from shooting and punching and instead just relax with some chill vibes, you have myriad options available to you. Endless Ocean: Luminous is an aquatic take, letting you freely explore the ocean with no danger or violence to speak of whatsoever. It sometimes straddles the line between game and edutainment in ways that could be engaging, but achingly slow progression and a lack of realism leave it feeling washed up.

Scientists say only 5% of the ocean has been explored. The name Endless Ocean, and the unexplored nature of the ocean itself, suggests an incredible degree of possibility and adventure. In practice, though, there actually isn’t all that much to do in Endless Ocean: Luminous. You can take part in a Solo Dive, in which you explore a seemingly randomized map; a Shared Dive, which is just a Solo Dive with friends exploring the same map together online using Nintendo’s Switch Online service (complete with its usual shortcomings); and Story Mode, which gives you short missions consisting of objectives accompanied by a little dialogue.

With this dearth of options, its approach to progression gating further compounds the lack of variety. After the first handful of story missions, the others are locked behind scanning ocean creatures in Shared or Solo dives. To scan you just hold the L button in the direction of sea life until the meter fills, which then gives a detailed look at the creatures in your scan. But the progress gates are set so absurdly high that the novelty wears off quickly. One of the earliest gates is set at 500 scans, which felt high but reasonable. The next was at 1,000, so I had to get another 500. That rubbed me the wrong way. By the time I reached the next gate, set at 2,000–meaning I needed another 1,000 scans–the chill vibes were gone. I was just annoyed. It’s hard to overstate how frustrating it is to spend almost an hour roaming around a randomized map scanning fish, only to exit the map and find I’ve only gained another 200 pips toward my next story goal. Plus, judging by the creature log, there are just under 600 species of sea life total in the game. Why would you need to scan 2,000 times to see a mid-game story mission?

Not that there’s much story to tell. You’re a new diver accompanied by an AI companion, exploring phenomena of glowing fish, and sometimes you’re accompanied by a brash (but actually cowardly) fellow diver named Daniel. The story missions are short and largely uneventful. Sometimes they end so quickly that I was genuinely surprised. Other times, they feel like a glorified tutorial, which makes it that much stranger to gate it behind so much free-roaming playtime. At least one of them is just a cutscene with no actual diving gameplay whatsoever. Occasionally, the story mode will deliver something unexpected and fun, like a massive or fantastical species of fish, but those moments are few and far between. There is a meta-story involving an ancient relic with 99 slots, which you fill in by discovering certain artifacts scattered randomly throughout dives or by fulfilling achievement objectives, but it feels more like a busywork checklist than a real story-driver.

And because the scanning requirements are so excessive, small inconveniences feel more impactful than they should. It’s easy to pick up a fish you’ve already scanned while trying to register a new one. Every time you scan any fish, it zooms in on them for a moment, forcing you to hit B to back out of the detailed view. If you scan multiple species at once, they’re grouped in a listing together, which is meant to be a convenience feature–but new species aren’t prioritized in the list, so you need to scroll down to find any with a “???” designation to mark them as discovered. If you don’t, the unidentified fish remains unidentified. If you scan a large school of the same fish, they’ll all be listed separately. In Solo Dives, the map is slowly charted in segments as you explore, but keeping an eye on the map to make sure I was filling in the little squares meant I could fail to notice a fish swimming by, or I could miss a depth change that may reward me for diving deeper.

Your dives get you experience points to level up, which increases your dive capacity, which you can use to tag sea creatures to swim alongside you. At first, these only include the smallest of sea creatures, but as you build capacity, you can swim with larger ones that are used to solve riddles. A stone tablet might challenge you to come back with a particular type of turtle or a fish that “sails as it swims.” Even then, though, the solutions are too rigid. When I returned to the tablet with a “Sailfish,” nothing happened, presumably because it was not the specific solution the riddle had in mind.

A Shared Dive in Endless Ocean: Luminous

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In addition to story progress and dive capacity, leveling up also opens new but severely limited tiers of customization options. Those include palette swaps for your diver or individual SCUBA suit parts, different stickers to apply to your profile, and emotes. There isn’t even a different helmet or mouthpiece, just the default in different colors.

It feels as if the goal was to create a virtual, interactive aquatic museum, and the variety of sea life does support this nicely. It actually is exciting the first time you see a new species of sea turtle or an extinct megalodon shark, even if you know that it can’t hurt you. But the mechanical underpinnings get in the way of its potential as a museum too. For example, every species of fish has a blurb with some interesting marine facts, complete with a reading of it from your AI companion. This could be a cool and educational feature, but when you’re pressed to perform thousands of scans, it’s hard to bother listening to every blurb. There also isn’t an indicator for when you’ve already heard a blurb, and since you’ll see species repeated a lot, it’s nearly impossible to remember which ones you have or haven’t heard–even if you can tell dozens of roughly similar-looking fish apart, which I can’t.

In part due to its non-violent nature, Endless Ocean does not present the depths very realistically, even to my layman’s eyes. Your oxygen is unlimited, and you don’t need to worry about temperature or depth. You’ll never freeze or get decompression sickness or drown. More aggressive species will never attack you. Species of fish seem to be scattered more or less randomly around the map, which leads to oddities like finding large-scale creatures in shallow waters, or discovering deep-sea dwellers in middle-depths instead of the deepest, almost pitch-black parts of the ocean where they actually reside. And while this is likely a limitation of the Switch hardware, the fish, coral, and ocean floor themselves aren’t rendered photorealistically enough to instill a sense of awe and majesty.

It seems Endless Ocean wants you to spend most of your time diving with friends to pass the time. The Shared Dives option is the first one on the menu, after all, and it is easier to fulfill the simple procedural objectives when you’re paired with other divers. But like most Switch games, you join friendly games using a digital code, and there isn’t built-in voice chat, so you can’t really treat it like an underwater virtual lobby. Even if you could, though, scanning fish with your friends would not sustain the group fun for anyone but the most devoted of sea-life enthusiasts.

Endless Ocean: Luminous could have been a realistic SCUBA sim with all the treacherous hazards that real underwater divers need to consider, a relaxing chill-vibes game that’s mostly about finding fish with your friends, or a story-driven game centered around discovering awesome and even extinct underwater beasts. It has pieces of all of those, but it doesn’t commit to any of them. Instead, it takes the enormity and glory of earth’s largest and most mysterious region and turns exploring it into a dull, repetitive chore.