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Today were Check'n Out Blockstorm, a new early access title on Steam that blends the cub-based voxel.
For a few years now, there’ve been Minecraft servers that fold the game’s capacity for construction and destruction into a deathmatch format – and lately the movement has spilled out onto Steam, with a growing subgenre of deformable first-person shooters: Ace of Spades; Blockstorm; Blockalicious; Block Sabbath; Back to Block.Not all of those names are made up. Today I’ve been playing Blockstorm – an FPS that’s been in Early Access since June and garnered some very positive user reviews since.Time to block ‘n’ load. Ah, somebody did that one? Blockstorm’s maps are made up of cubes, and its characters of many far smaller cubes that I’m inclined to call voxels, and which the developers also call voxels, so let’s call them that.
Shootouts tend to look like an animatronic meltdown at the Legoland log flume.With the entire game rendered in coloured blocks, players are free to customise their own levels and characters using an in-game editor. They can then share their creations with the community, which perhaps explains why Blockstorm’s sensible soldier skins are accompanied by, variously: a minotaur; a curly-’tached chef; a copyright-flirtatious ‘Stealth Girl’ with Splinter Cell goggles; and a man who is unmistakably Walter White.After choosing ‘Castle Battle’ mode because it wasn’t Deathmatch or Capture the Flag, I found myself on the battlements of a fortified structure – and there in the middle distance was the enemy’s equivalent castle, upon which I could just about make out a belltower. A thickening fog took hold as I descended between candy-floss trees, and realised that it wasn’t just Minecraft’s shovel that Blockstorm was interested in.Numbers 1 to 3 on the keyboard are taken up by weaponry, but 4 is by default given over to grenades – instant craters.Number 5 is dedicated to an infinite number of team-coloured blocks you can plant about the map as impromptu cover, platforms, bridges, and so forth. It’s a possibility that’s best exploited by unlearning some ingrained FPS behaviours. Rather than check a blind spot for incoming gunners, for instance, you’re better off closing off the route entirely.Camping, meanwhile, has been turned from a sin into an art. Instead of retreating to known corners of the map, I’ve seen players digging their own trenches – and then taking chunks out of the victims that fall in.Armed with a long-range rifle, I built a staircase along the outside of my team’s battlements and hopped to a nearby tree, around which I was able to fashion a crude crow’s nest.
I left buffering blocks on either side of my shooting spot, and proceeded to shoot holes in the distant enemy fortress. One exchange with another sniper felt like Enemy at the Gates, excect that both of us took regular breaks to adorn the buildings of Stalingrad with extra buttresses.It didn’t win me many points, though – and it’s as a traditional FPS that Blockstorm reveals itself to be a bit of a square. Developer GhostShark’s preoccupation with construction mechanics seems to have allowed them to forget shooter principles; jump or drop from any height and you’ll travel through the air as if through water. Quake this ain’t.What’s more, equipment defines movement speed.
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