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Early Access: Battle Royale Survivors Is Lazy Dreck

I had to give Battle Royale: Survivors a look, it just had to be done.

Battle Royale: Survivors is the latest in the long line of developers jumping on the PUBG bandwagon and if you’re thinking that this game looks like a twinstick shovelware title built off of the Unity engine, well you’re right on two of the three points. Survivors isn’t a twinstick game, although it would be a much higher quality product if it were. What it is is a shovelware title built on Unity that hopes to piggyback on an existing trend.

Survivors launched into early access on June 18, by which I of course mean that the game launched riddled with bugs and unfinished features, but a functioning cash shop where you can purchase money packs up to the best offer at $24.99. Cash can be swapped for TK, the in-game currency, at a base rate of 2,000TK per $1 USD, meaning the loot boxes run for between $2.50-$3.50 apiece, plus an extra dollar for keys for the higher two options. Additional characters will run you nearly 10k TK, or $5 give or take. Alternately you can grind TK through the games at such a snail’s pace that the game will become unbearable long before you even get close to unlocking your first crate.

Unfortunately the cash shop won’t be able to save a game that is currently sitting at barely enough players to fill up a quarter of a standard battle royale match, and I sit here waiting for my latest match to hit the bare minimum ten players needed to get started.

I’ve already noted that Survivors is not a twin stick shooter, but this is important because the isometric camera might have suggested otherwise. In this game you move with the WASD keys and your character attacks where your are pointed. This leads to shooting mechanics that are so poorly handled and controlled that I found myself constantly coming in the top 3 simply running around in the open with some sort of melee weapon and zerging out my enemies.

Shooting mechanics in Survivors are worthless, to the point where holding a weapon is a detriment in many situations. You can hold the right mouse button to aim, but you move so slow and the aiming itself is so wonky that anyone can run up behind you and start whacking away with a baseball bat, the janky controls and laggy nature of the game allowing them to just jolt left and right while you fumble and try to hit them. In addition, weapons are stupidly underpowered to the point of being useless in their own right.

Which isn’t to say that this title has zero good ideas. The idea to implement fog of war makes it possible to sneak up on people, and the wonky controls actually make it a viable strategy because you can’t really easily keep a 360 degree view on your surroundings. Unfortunately, that’s it. It’s the spicy dijon mustard in the dog food sandwich.

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But I call this game lazy because that is exactly what it is. Hastily cobbled together on Unity to throw into early access and hope that people pay far more than the game is worth for the simple act of changing your default character. Nowhere else is this idea of laziness more blatant than the massive buildings that will block your view and make huge swaths of the map impossible to interact with.

If Survivors became a twin-stick shooter, where your character faced the mouse and you had a reticle, the game would be 25% better. Otherwise, right now this game feels like yet another cheap, lazy, unity-based shovelware title. One where the game conveniently tells you to shove off after you complete a match and doesn’t let you continue playing. Really, it’s for your own good.

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