Disintegration is one of many multiplayer-focused games releasing this year. What sets it apart from the rest is the way it blends FPS and RTS elements. While not revolutionary, it’s good to see developer V1 Interactive injecting some originality into the multiplayer space. I participated in both last week’s closed and open betas. I had zero expectations going in, which helped me dive into Disintegration without preconceptions. What I found was a game with the potential to be one of 2020’s sleeper hits.
The beta contained two multiplayer-only modes: Retrieval and Zone Control. Retrieval consists of two rounds where one team tries to deliver a payload to a drop off point while the other team defends. Teams switch places between rounds. Zone Control has teams controlling three points on the map. This mode plays out like similar zone control modes in other multiplayer games. Though there were only two modes to play in the beta, it gave me a good feel for what Disintegration has to offer.
Disintegration takes place in a devastated far-future world where humanity has integrated with robots to survive. A war soon breaks out between those who want to force integration and those who oppose them. I got that backstory from the game’s press release. The actual beta has no plot to speak of. That’s all well and good considering the beta exists to stress-test servers. Still, it makes me curious to play through the full campaign to find out more about this post-apocalyptic world.
Players navigate battlefields on vehicles called “GravCycles.” These hover-bicycles allow for smooth traversal over and above the ground. The beta had seven different squads to pick from; each with their own specific type of GravCycle. Every GravCycle controls the same for the most part. The difference lies with their weapon types. One GravCycle variant will have machine guns while others come with sniper rifles, shotguns, and more. Some secondary weapons let players release electric pulses or sticky bombs. Since you can switch teams after you’re “disintegrated” (i.e. when you die), it’s good to experiment to see which GravCycle type suits your playstyle.
A small army of robots follows players and helps them fight the opposing team. Some squads focus on offense while others are more defensive. Visually, they have a style all their own. You’ll see teams composed of robotic clowns, knights, punks, and sports fanatics. Squad members automatically follow you but you can also command them to strike specific targets and to interact with the environment. For example, during Retrieval, it is your troops that carry the payload. Players can also have their troops unleash special moves. Tossing grenades or slow-motion fields can help in a pinch. You can be as hands-off or hands-on as you want when it comes to controlling troops.
I can’t say I found either of the two available maps fun to look at or play on. One map was a giant landfill littered with massive spaceships and robot parts. Another was a destroyed city. Neither was visually interesting. They reminded me of the “brown and grey” games that came out during the beginning of last gen. The maps are functional though, and easy to explore. I was never confused about where I needed to go. I would just wish the maps were as imaginative as the team types.
No matter which mode I played, matches were brisk and fairly exciting. Because the maps were (relatively) small and contained, my team and I made our way to objectives at a quick pace. This kept things from ever becoming stale. Running into other player-controlled GravCycles was always exhilarating because you never knew who would take out the other first. The beta did become monotonous after extended play sessions. I’m sure the full release will alleviate this by having more maps and modes for players to check out. But when Disintegration clicks, it’s a blast (pun intended).
Aside from my issues with the mundane maps, the only major problem is how weak weapons feel. Whether I’m spraying lead with a machine gun or precisely hitting foes with sniper rounds, nothing feels impactful. The fact it takes so long to take down enemies exacerbates this feeling. Making the weapons have more “oomph” would go a long way toward making the game feel more visceral and intense.
Gripes aside, I enjoyed playing Disintegration. Flying around and attacking from a GravCycle is a great concept. It’s like controlling a fast-moving mech. Not only do each of the variants provide players with different attacks, they also add a nice layer of verticality to both traversal and combat situations. I’m eager to play through the campaign of the final game, along with seeing more modes, maps, and squads. V1 has something special in their hands. If they can work out some of the kinks I outlined, expect Disintegration to attract a sizable audience. We’ll see what happens when the game releases on PC, PS4, and Xbox One sometime this year.
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