![]() I wish Blackmill had been more adventurous in its kits. It's easier to stay alive when everyone is a medic, but it's also very boring. It's another example of Isonzo borrowing good ideas from elsewhere in the genre (in this case Tripwire's Red Orchestra/Rising Storm), but most of the time, I ended up as a normal rifleman, handing out ammo and generally feeling unremarkable. Try as I did to become the one soldier on the team allowed to have a scope on his rifle, I failed every time. That's especially tough when the most unique roles with only three to six slots get gobbled up immediately. A few classes can eventually unlock an SMG, pistol, or machine gun, but you have to play quite a few 35-50 minute matches to get there. Other than the Officer, a special class limited to just two people per team, every role starts out with bolt-action rifles that are either exactly the same or feel the same as the last. Again, it's nice that roles are simple enough to hop in and immediately be effective-my favorite is the Mountaineer, a scout class with spotting binoculars and a speed boost passive-but there's just not enough variety here. Isonzo's classes aren't quite as elegant as its maps, unfortunately. Once they capture that, then it's the defenders turn to retreat down the other side with their tails between their legs. One map begins at the foot of a mountain with attackers pushing up at a major disadvantage. The mountains in particular are effective, being both very pretty to look at and creating the most distinct areas in Isonzo. You can tell that Blackmill has had its fill of maps that capture the WW1 we see in our heads-flat, muddy hellscapes where nothing happy can exist-and decided to cut loose with postcard-worthy Italian countrysides, quaint villages, and strikingly beautiful mountains. Second only to Battlefield 1, this is the most gorgeous, colorful portrayal of WW1 I've ever seen in a game. Isonzo's Italian setting is refreshing and feels great to fight in. Foxholes, trenches, and blown-out vehicles are both realistically and tactically placed to provide cover for disadvantaged attackers. The focused layouts have also allowed Blackmill to get really granular with map design. I thought this would get boring, but it's actually the opposite-the narrow battlefield keeps firefights focused and minimizes the number of lone wolf riflemen sitting in a bush for the entire match. This is the most Battlefield-like that a milsim has felt in ages.Īll maps share a runway-like linearity that typically splits the map into two or three viable paths for attackers to progress down. Isonzo's maps are pretty huge compared to most multiplayer shooters, but they're noticeably smaller and boxier than similar milsims. It's a far smoother, more consistent experience than Beyond The Wire or Hell Let Loose, and I reckon a big reason is Isonzo's reined-in scope. The rush format gels so well with Isonzo. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |