![]() It will ensure the player base isn’t split up too much. That will leave Spellbreak with just two game modes, and I think that’s a smart choice. With the introduction of Dominion, Clash will be vaulted. That gives you a couple of weeks to theorycraft builds with the Talent changes and new game mode in mind. Most importantly, it will begin on April 8. The group of Proletariat developers who were kind enough to take time out of their schedules to play Dominion with me also answered a few key questions about Chapter 2. I also got a sneak peek at the cosmetics in the Chapter 2 battle pass. ![]() ![]() In my hour-long preview of Spellbreak Chapter 2, I got to play a couple rounds of the new Dominion game mode and check out the new Leagues system. I was fortunate enough to sample some of the new content coming with the battle royale’s second Chapter. I hope that happens here.Spellbreak Chapter 1 has come to an end, leaving players eagerly awaiting the beginning of Chapter 2: The Fracture. Fortnite has proven that if the players turn up a Battle Royale game can become a lot of different things to a lot of different people. There is time to change all that, though. There's a balancing challenge here for sure, but it would be nice if the place you play in felt a bit more present. The landscape looks nice but is a bit inert. The biggest shame at the moment is that the pretty world around you isn't particularly reactive to the spells and stuff you're chucking about. Isn't this great? It's still early days for Spellbreak, and there are some odd things about it. Someone came over the hill and fireballed me and suddenly there was a wall of steam between us. I was wizarding about yesterday and realised that as I had lingered, the ice had melted to water. If you have ice as your main, each blast sends a little channel of frost along the ground. But now and then Spellbreak will allow for something that properly blows my mind. Fire toxic gas and then set fire to it and it explodes. Fire poison gas and then freeze it and you get a big toxic lump you can jump onto. You can have an electrical tornado or a frosty tornado. Fire and wind make for a flaming tornado. Then fire toxic blasts through it and the wall of flame is a toxic wall. This makes it feel a bit like Magicka with those brilliantly fussy dial-a-spells that meant you could accidentally blow yourself up at the worst moment. The genius though is the way the magical elements combine.In Spellbreak, elements react with elements. Throw in gear that allows you to run faster or wear shields, throw in potions, throw in special spells that can be swapped out, granted periods of invisibility, say, or a mega-jump, and there's lots to engage with. They'll never be quite as fully-realised as the one on your right, but you can still have toxic goop and ice and you'll be off to the races. As you open chests you'll come across elemental gauntlets for your other hand. You're not too hemmed in by this choice, of course. Rock has you either sending a fissure through the ground or lobbing a massive boulder. Ice allows you to hold the trigger and snipe, zooming in. Fire is a fireball on the trigger and a wall of fire on the bumper, for example. All elements have their own quirks and a spammable attack on the trigger with something bigger that needs a charge on the bumper. Fire, lightning, stone, wind, that sort of thing. You choose a class before launching into the game, and this just means that your right hand - and the right trigger and bumper - will be themed to a specific elemental attack. That's fine, I guess, because you'll be scavenging loot and opening chests, and there's a lot to unpick here. Spellbreak's Battle Royales tend to be around half the size of Fortnite's, which makes for a game in which you spend quite a bit of time by yourself. Let us step back a bit before I get to that. And deep down there is an intricacy that has kept me at it for ages. ![]() It's an end-game that truly feels like the world is ending - perhaps only the luminous Atomega can beat it in that category. The south will become a swamp of toxic green goop, and the north will shake with seismic activity. Lightning will zap through the air from the west. I'll be standing on a bluff, wizarding around, and then a huge wall of flame will emerge from the east. And it means that when you reach the last two minutes of every Battle Royale game where people emerge into the same tiny patch of ground everyone's a wizard. It means that you have a huge fantasy isle of Hyrulian hills and honeyed stone to gad about. This means that in traversal you can loft yourself into the air for a short period, which meshes well with your surprisingly brisk running speed. Spellbreak has a pretty appealing pitch: it's Battle Royale but everyone's a wizard.
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