Even so, Disintegrations first-person shooting remains barebones given your limited loadout. I got a thrill out of hiding in some overlooked corner of a map and then descending on a foe from above. These maps also offer places to hide and make use of your verticality. Disintegration’s multiplayer maps are smaller than the single-player campaign levels, which reduces the illusion of sluggish movement. Some of the biggest flaws in Disintegration’s action are curtailed in multiplayer, where you encounter foes that maneuver around the environment like you, which provides a more engaging challenge. Your squad members do a fine job of taking care of themselves, and they don’t hang around where you direct them for long, so you have little reason to micromanage their movements. While Disintegration’s strategic elements are a highlight, they don’t feel important enough to turn the tides. I had fun firing abilities off each other for combos, like when I dropped a slow field on a group of enemies before hitting them with a mortar barrage. These abilities range from simple grenades to disruption fields that briefly incapacitate enemies, but they’re almost always useful. At any point, you can direct your team across the field, highlight targets for them to focus on, or deploy their special moves, which are set to cooldowns. Issuing orders to your squad offers a fun twist to combat, but doesn't fix Disintegration's larger issues. This fixed loadout means that you spend long stretches going through the same motions, which makes encounters blend together. Your gravcycle's loadout for each mission is predetermined, which limits your options in combat you’re typically outfitted with one offensive gun and one defensive tool, like something to heal the squad. The action rarely gets that chaotic, and when you’re removed from the center of the battle, it feels like you’re shooting tiny fish in a big barrel.Īnother problem is the lack of evolution in Disintegration’s moment-to-moment action. What’s more, since you float a story or two over your enemies’ heads, you often don’t have options for taking cover when things heat up. ![]() ![]() The gravcycle has a decent base speed for a ground vehicle, but since you hover overhead, you feel like you’re puttering across the battlefield in a golf cart. Spending the entire game in the sky has a few unexpected consequences, like hampering your sense of speed. However, Disintegration's gravcycle also makes you feel removed from the action, because you are literally floating above it. That idea is solid, and I appreciate how your combat hovercar adds a vertical element to first-person combat. You spend the entire game aboard a gravcycle, which is basically a floating tank that gives you a birds-eye view of the action, allowing you to issue orders to a small squad of grunts while engaging in combat yourself. But, if Disintegration is any indication of what might have been, then I’m glad the original Halo switched genres in development.Ĭonceptually, I like Disintegration. Developer V1 Interactive – which is helmed by one of Halo's co-creators – has given us a window into a possible alternate reality with Disintegration, a sci-fi shooter that blends first-person combat with real-time strategy. I've often wondered what might have happened if Bungie had stuck to those strategy roots. Halo was first conceived as a real-time strategy game, but it evolved into a first-person shooter over the course of development.
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