![]() On one hand I can see how this game could be great, but on the other I can also see this title facing the same fate of countless other 'promising' shooters over the years. Generally speaking however, The Finals leaves me with an uncertain impression. ![]() Again, with a bit of tuning and perhaps some overhauls in places, this class suite could come into its own, but as it stands, it's not a part of The Finals that really blew me away. I found that the Medium class is by far the most balanced of the three, with Heavy feeling too oppressive and hard to take down a lot of the time, and Light being a too-high skill class that is either untouchable or useless - with this usually depending on whether they are using the invisibility ability combined with a one-hit kill knife or not. Light are weakest but most agile, and Heavy are slow but hard to take down, with Medium being somewhere in the middle of these. This side of the customisation suite shows great promise, but I'm less sure about the class types right now, which allow for Light, Medium, and Heavy character types. Some are designed solely for damage and destruction (like frag grenades and automated turrets), whereas others feature a more strategic and supportive design (goo mines to block doors and slow enemy attacks, and heat vision to spot enemies through smoke). With some changes to damage numbers and the destruction system this can all be levelled out, but then the problem will be the actual maps themselves.īut what about the customisation? Well, with it being a beta there was only a limited number of weapons and items to play around with, yet still for the most part, this is all excellent. displacing a team by literally destroying the building floor they are standing on), but as the gunplay feels a little clunky, you mostly meet players running explosives as these get the most value as of right now and this means the game is absurdly chaotic, to the point where it's difficult to really focus on what's happening. The characters and the weapons they bring to the table all are designed to blow the map the smithereens, and sure there is a lot strategically to gain from doing this (i.e. Yes, the destruction physics in Battlefield is awesome, but it's also more of an accompanying factor for the gunplay at the game's core, whereas in The Finals it feels vice-versa. Initially, you might look at what The Finals brings to the table with its gunplay and destructive physics and be blown away, but in truth it's not any more impressive than what we find in Battlefield games. ![]() The catch is that there are usually only two vaults and two cashout stations active at once, and with four teams on the field at one moment, everyone is jostling for the same or similar objectives. For the sake of the beta, this means taking part in a game type known as Cashout, which tasks teams with breaching vaults on a medium sized map, and then taking the objective block that resembles a lump of money to a cashout station so that you can bank the money and earn points to put you ahead of rival teams. Be it the gunplay, movement, character class systems, and level design, a few areas of The Finals leave me wanting more - but then again, this is a Closed Beta and as of writing the title literally doesn't even have a release window, so there's plenty of time to iron out any problems.īut what is The Finals, you ask? This multiplayer shooter sees teams of three competing in a combat-centric game show. Because on one hand, the presentation, concept, action, and performance is all very, very high quality and interesting and fresh, but on the other hand, there are a bunch of areas that leave me less impressed. ![]() And from the few hours that I've spent playing this Closed Beta, I've come to a rather conflicting impression.
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