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A unique team FPS that slightly twists familiarity, 'FragPunk'

 

Team-based FPS games rarely try something new. The shooting and aiming mechanics, and the unwritten rules built upon them, have been perfected over time. While graphics and physics engines have steadily improved, the focus on 'characters' has led to the emergence of 'hero shooters' that emphasize unique skills and ultimates. However, only a few user-approved rules are consistently adopted, leading to convergent evolution.

 

'FRAGPUNK,' unveiled by NetEase at the Xbox Showcase on June 10th, is a team-based FPS that lets users choose the 'rules.' The team-based FPS genre has survived mainly with rules that players have enjoyed for a long time, such as bomb missions, capture points, and deathmatches. I was personally curious to see how the 'rules' could be changed and what kind of experience that would offer. So, as soon as the CBT started on the 10th, I jumped into 'FRAGPUNK' and found it to be a unique title that confidently expressed its individuality with familiar elements and slight variations.

 

Game Title: 프래그펑크
Genre: Team-Based FPS
Release Date: 2024. 10. 10.
Review Version: Preview Build
Developer: Bad Guitar Studio
Publisher: NetEase
Platform: PC
Play Style: PC

 

 

Basic 5v5 Bomb Mission-Based FPS
Hyper FPS Feel and Variable Rules with Card System

 

 

There might be some misunderstanding with the terms 'team-based hero shooter' and 'hyper FPS feel,' but 'FRAGPUNK' is based on the classic bomb mission FPS familiar from Counter-Strike or Valorant. The attacking team infiltrates to install a converter on one of the two bomb sites, and the defending team defends it. After completing the designated rounds, the teams switch sides, which is very familiar to FPS players.

 

Perhaps the 'hero shooter' genre has often involved fast-paced battles in a hyper FPS style, and the phrase 'changing the rules' might lead users to expect something different. The character designs and skills introduced in the trailer are quite unique, but ultimately, the game emphasizes carefully approaching points and winning with aim and mind games, which is a classic choice. Moreover, since the genre already has two strong pillars, one might wonder why this was chosen.

 

 

▲ The attacking team installs a converter on either A or B site to detonate it, and the defending team prevents it – a classic rule

 

Like the catchphrase 'changing the rules,' 'FRAGPUNK' has various variables to modify the classic rules. The first 'rule' mentioned doesn't completely change the basic bomb mission itself. Instead, each round features three random shard cards for each team, and points are invested to add the rules written on those shard cards.

 

There are a total of 114 shard cards based on the CBT, ranging from options that increase the number of bullets or reduce recoil, to cards that switch offense and defense for that round only, cards that provide a blade that blocks bullets when charged, or even cards that allow you to revive as a zombie and surprise the enemy. Some cards are not noticeable, but cards like the blade can greatly change the game by allowing you to surprise enemies with a melee weapon that is not commonly used in CS-like games, or by creating a distraction while allies attack together. Of course, the more radical the rule, the higher the minimum point requirement, so properly allocating points each round was one of the strategic points of 'FRAGPUNK.'

 

▲ Shard cards that add rules are randomly presented before the start of each round

 

▲ Activating a shard card requires meeting the minimum point requirement for that round

 

▲ The Blade Master card deflects attacks when charged; it's a glass cannon when an ally uses it, and unstoppable when an enemy has it, isn't it?

 

Since the method of purchasing equipment with points awarded each round is reinterpreted as investing in shard cards or enhancing their effects, weapon and equipment purchases in 'FRAGPUNK' are somewhat different from the classic. Originally, the basic bomb mission rule is to purchase weapons and throwables with money earned from winning, losing, and various additional rewards each round, but in 'FRAGPUNK,' weapons are provided for free.

 

However, the number of uses is limited, and if you die in a round using that weapon, you can no longer use it, except in some special cases. To be more precise, there is no way to use the weapon unless a shard card that removes the weapon usage limit appears before the start of the round, or the weapon is drawn from a slot machine, or you obtain it from an ally or enemy. Therefore, instead of being limited to the classic framework of starting with a pistol round and gradually using each position's or your main weapon as the rounds progress, players engaged in mind games, such as going on the offensive from the beginning or focusing on exhausting the opponent's weapons while sacrificing the current round.

 

▲ You can choose any weapon from the first round

 

 

▲ If you drop it upon death, the number of uses decreases, and you must replenish it with shard cards, slot machines, or looting

 

In addition, the combination of characters with unique skills also stood out as a departure from the 'classic' framework. 'Valorant' has already shown how to strategically create opportunities by utilizing different skills and ultimates for each character, but unlike 'Valorant,' which interprets skills as equipment and makes you pay to use them, 'FRAGPUNK' allows you to use skills within a specified number of times each round without purchasing them.

 

So, when I first started playing the game, I expected a fair pistol aim battle in the early rounds, but I was surprised by the sudden smoke barriers and traps. There's also 'Zephyr,' who can stealth and ambush while holding a knife, and 'Hollowpoint,' who can surprise snipe with a railgun-like weapon, although the number of uses is extremely limited. Each character's characteristics were clearly visible from the beginning. In addition, there were several characters that beginners could pick up, such as 'Nitro,' who can hide and deploy turrets and create cover, 'Pathogen,' who can heal and set traps, and 'Broker,' who can strike widely with a rocket launcher. Since you can use those characters' skills in the next round, even if there is a limit to the number of uses each round, the key to victory is not only aim but also how well you utilize 'skills' and avoid being hit by enemy skills.

 

▲ Here's a taste of the surprise drone that's replenished every round

 

▲ Be sure to keep a lookout, or you might get backstabbed by Zephyr, who sneaks in

 

 

Best of 4 with a Duel to Decide the Winner
Short and Sweet, Light yet Dense

 

▲ Be sure to check as you can actively use turrets, drones, and various skills from the beginning of the round

 

The charm of 'FRAGPUNK' is the combination of classic FPS style that requires various techniques to control recoil, shard cards that change the rules, and unique hero skills, but it also had the potential to be a disadvantage. Hyper FPS and classic FPS have different elements to expect and different things to learn, and mixing them could hinder each other and increase the learning curve. In fact, the risk is high because, as mentioned earlier, 'FRAGPUNK' shakes up the so-called 'unwritten rules.' That means you have to learn the basic gameplay and the new 'rules' that FRAGPUNK presents.

 

Perhaps that's why 'FRAGPUNK' drastically reduced the number of rounds. Usually, bomb missions go over 10 rounds, but 'FRAGPUNK' is a best-of-4 out of 7 rounds, with teams switching sides after 3 rounds. Usually, reducing the number of rounds would make it feel like there isn't enough time to farm money and get equipment. However, that part was compensated by taking strategy and fast pace with other restrictions that limit the number of times you can purchase items without paying.

 

▲ The engagement time per round is short, and the game ends within 10 minutes with a best-of-4 out of 7 rounds

 

The engagement time per round was also quite short. The speed of walking and running felt like a hyper FPS, and there were many elements that increased the tempo, such as maps that utilized side paths and gimmicks, as well as various unconventional rules, skills, and throwables. The health was increased a bit more than in a typical bomb mission FPS to be closer to the hyper FPS feel, but it felt like the game would end in an instant if it wasn't increased that much due to the fast engagement tempo.

 

In fact, the gameplay time is about 10 to 15 minutes per game, and it was so short that it could end within 8 minutes in a one-sided game. This has the advantage of being able to play quickly, but it also means that you might not even learn and just pass by quickly. Considering this, 'FRAGPUNK' not only has killcams but also replays the highlights of the previous round during the loading time to review the key moments. And every round, there is a time to catch your breath before the waiting time to invest shard card points, so you can adjust the pace to be short and sweet each round, and then take a breath and concentrate again to be投入 into the round.

 

▲ Take the dragon sword through the fog, oh why did I die? No, before that, why did everyone explode and die?

 

▲ Looking at the highlights, I didn't know that the enemy who took advantage of Corona's mobility and entered the detour would wipe us out

 

In addition, the 'duel' that decides the victory or defeat in a 3:3 match point situation was a unique point. This method, in which 5 users take turns in a winner-stays-on 1:1 without weapon restrictions until one team is wiped out, gave a completely different stimulus from the bomb mission that had been going on and aroused interest. Including the duel, one game takes 15 minutes, or 20 minutes at most, but it clearly showed the intention to convey the fun of 'FRAGPUNK' by putting various phases into it.

 

▲ Duel starts when it's a 3:3 match point

 

▲ After each team decides the order of deployment

 

▲ A winner-stays-on 1:1 proceeds until one team is wiped out

 

 

Fast and Unique, 'FRAGPUNK'
Solid Fundamentals and an Impactful Dark Horse

 

 

'FRAGPUNK,' which boldly challenged the market that can be regarded as a red ocean in either hero shooter or bomb mission-based FPS, was a work that showed potential even in the CBT stage. The fundamentals of FPS, such as the recoil of each gun, the techniques to control it, the sense of impact and being hit, and the graphics and special effects, were well-established. It also had a unique and attractive character, which is the foundation of a hero shooter, and the design that harmonized it with the tempo of the bomb mission-based FPS was also noticeable.

 

In addition, it showed an attempt to make an impression on FPS fans by providing alternatives such as team deathmatch and core capture, which are easy for users who are not familiar with bomb missions that require careful progress each round. Even in those modes, you could enjoy the unique elements of 'FRAGPUNK' that break the standardized framework of general FPS by placing unique shard cards and creating random situations.

 

 

▲ In team deathmatch, the rules change from moment to moment, such as a shard card that suddenly makes everyone's head bigger, making headshots easier

 

As much as it appealed to individuality, there was a high probability that it would feel familiar yet unfamiliar when you first approached it. If you approach it with a classic FPS feel, the tempo is too fast and strange rules are added, making it difficult to get used to, and if you do it in a hyper FPS style, you won't hit well without techniques to control the recoil of the gun, such as burst firing, and you are likely to fall from snipers flying from the beginning. From minor things to quite different things, such as grenades and flashbangs being organized in a two-way choice between secondary weapons and pistols or throwables, it seemed similar but was subtly difficult to adapt to. Of course, if the very basic 'aim' is supported, it won't be a big problem, but I also thought that it was necessary to have more diverse options in the training ground in the process of honing that aim.

 

In addition, the time between rounds was quite long compared to the fast game phase. Usually, there is only a stage where you immediately purchase items at the store and wait after the end of the round, but several actions occur step by step, such as highlights, shard purchases, item purchases at the store, and even spinning the slot machine. There is depth in designing different strategies by changing characters in that stage, but it was a bit disappointing that the loading felt long. In particular, the loading was often long due to server delays, which made me feel frustrated. On the other hand, team deathmatch had a very short respawn time, so it was definitely stable and fun to reorganize and join the fight immediately.

 

As such, although it is still in the CBT stage and unstable, 'FRAGPUNK' was a work that was worthy of being considered a title to watch for users who are waiting for a new team-based FPS. Taking the good points of both sides and mixing them in their own way means that it is in danger of becoming a mishmash that is neither one nor the other, but 'FRAGPUNK' was showing a 모습 of building its own territory without making such a mistake. There were problems such as matchmaking that I didn't understand why such matchmaking was happening, unauthorized departures, and AFK, but if these feedbacks are well checked in the test and refined before the official release, 'FRAGPUNK' will definitely be a title that FPS fans can approach with a new sense.

 

▲ After level 15, the range of rule changes increases further, including relics, so various play styles are waiting

Webzine InvenYoon Seo-ho Reporter
2024-10-14

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