It's the same environment of (usually) good-faith, impromptu participation that makes Squad and Foxhole often more social games than competitive.īattleBit has echoes of what Eric Barone did with Stardew Valley: a small game that punches above its weight and wins people over with unexpected depth and quality. It's also surprisingly intense for a shooter lacking graphic violence or overwhelming audio, which you can mostly chalk up to the impromptu roleplay that robust proximity chat inspires-most of your teammates will talk to you when you talk to them, and if they're really getting into it, they'll yell for medics with genuine conviction or belt out a rousing speech before rushing into gunfire. The blocky characters and low-detail environments do not prepare you for how well-tuned and balanced it is. Multiplayer FPS fans with the same service-game malaise may find BattleBit to be the perfect palette cleanser. I'm sick of games that glare at me with dollar signs in their eyes from the moment I press play. It's a fuzzy parasocial relationship that only gets less healthy the more money is wrapped up in it. We cling to roadmaps like lifeboats and wield Reddit threads as weapons of sentiment for or against the developers we've hitched our wagons to. We're conditioned to invest, both financially and emotionally, not only in what a game is right now, but what it will be in a year.
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