Bloodline Champions. Ever heard of it? If you haven't, then you missed one of the best mechanical team arena brawler I've ever seen. If you have, then you must know something: Battlerite is the spirit successor of BC, created by the same studios and centering around the player reaction time and skill, without any random element.
Until September 16 all information about the game was to be kept to those who had a key to enter the beta. So there I was, playing it like crazy, without being able to share any of my plays... I felt like Goku trying to go Super Saiyan for the first time, but with someone beside him saying nonstop: "Not yet bro".
So, in the meantime, I've been polishing my skills, getting useful information... to bring them to you:
Battlerite is a team arena Brawler... but what does that mean?
Ok, imagine a MOBA like League of Legends... then get rid of the jungle, the minions, the tower, the dragon, and leave only the champions. No sudden body block, no bushes...
Just pure and heavy violence.
3v3 or 2v2, whatever you may prefer. There are enough champions so that no battle is the same, and the maps offer just the right diversity. And the winner is decided at the best of five, so you have plenty of time to adapt to the circumstances.
In Battlerite, the only important thing is to be the last left standing.
No minions? no Objetives? Wouldn't that make it boring?
It certainly would... if it weren't for the champions complexity. Every character is unique, with their own mechanics, fortes and weaknesses. For example, the two champions I've been playing the most are Jade and Freya.
Jade is a gunslinger equipped with two revolvers and a powerful sniper rifle, and as such, she is able to quickly deal damage with her dual-pistols, or charge a shot and burst her enemies from afar with her rifle.
Freya, on the other hand, is a tribal melee fighter who fights with dual hammers and the power to call lightning to her aid. Her skill set has different effects depending if she has applied the "Static" debuff in her enemies first, which would allow her to gain a shield, deal more damage or incapacitate them in exchange of consuming that debuff.
Normally you'd think that a ranged would have the advantage, yet Freya can counter any kind on normal attack, attracting her enemies to her. However, Jade is able to become invisible, or jump far away thanks to a powerful point blank shot. And even then, Freya can also jump to close the gap...
I bet you understand already what I mean.
"Then easy, just focus one down and GG". Well, is not that simple.
Why?
For starters and as a pro tip. In Battlerite is incredible hard to rush. Almost nothing is decided in just one trade, as every hero has a way to keep themselves safe. Some can move around, others can heal, block ranged attacks or even turn back time.
And rushing usually ends bad. Really bad. Troya kind of bad.
Strategy has a great if not decisive influence in the outcome of the battle. And even then, a good player can make a comeback out of a 1v3. Trust me, I've seen it.
I even achieved it once... although it was a 1v2.
How?
well, there are some crucial factors that should be considered. At all levels of gameplay.
And here comes what could be called the "Useful" part of my review.
For starters, every hero has an energy bar (0-100%) and four kinds of abilities:
Normal abilities: they have cooldown, different effects, and generate Energy.
R ability: they also have cooldown, yet use 25% of energy.
Ex abilities: every champion has two. They modify a couple of normal abilities, sometimes drastically, in exchange of 25% of energy. To be used you must hold shift while pulsing the respective key. For example, Freya has an Ex ability in Space, and in her E.
Ultimate: The tide changer. They require 100% energy, but believe me, they are worthy.
Now, as you may have guessed, being able to generate energy is the way to have the upper hand in the round. Yet your normal abilities are not the only way to fill that delicious bar.
Orbs. As the 2:00 round progresses, around the center of the arena will spawn green and light brown colored orbs. The first heals you... but the second grants you energy, so is in your interest to collect them when not trading blows.
Central Orb. The important one, situated in the center of the arena. You have to destroy it, or to be more accurate, Last hit it. It gives your team 25% of energy and heals you a certain amount, and as you may guess, is an asset you shouldn't lose.
Yet, they are not the only thing you should watch out for. Here I'll explain the new mechanics that weren't in Bloodline Champions.
Battlerites. They are talents given at the start of each round, and are the second most important thing to know about your champion, as every talent modifies your gameplay. There are various kinds: offensive, survival, control, utility...
You can choose one of three Per round, until you get to the final one, in which case there will be just two that are most likely to modify your ultimate.
Bullet time. I'm pretty sure it wasn't in bloodline, but I may be wrong. Basically, every time someone scores a takedown, there is a slow motion moment where you are able to rethink your next move. It helps a lot, trust me.
Mount. Self explanatory. At the start of the round you ride, and at any time you can mount again after a brief cast... yet using an ability or taking damage, dismounts you.
Finally, I don't know what are their plans for the future but...
When I played the closed beta, at least, all champions were free to choose, and as you progressed, you would eventually get cosmetic loot, from outfits to mounts. Any duplicated loot would give you tokens instead that you could use to buy other cosmetics. It was pretty much like Overwatch method.
September 20, early access will be released. I don't know what kind of changes or updates they will add, but I can tell you that the current Battlerite is more than worth as a game alone. At least for me. Every battle is intense, and as you gain knowledge of your champion and others, you start to see that line called strategy. And then you react, you dodge that fire ball and strike true with your interrupting shot, silencing that annoying Ashka. Then you go invisible, charge a snipe...
I could go all night, but I'm sure you want to try it already. And if you don't, your miss.
Anyway, this is all, if you enjoyed the article, please don't doubt in pressing the like button down here. And if you want to add anything, don't hesitate to leave a comment.
PEACE.