What have critics said about the cancellation of Battle Royale?

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When debuting in the summer of 2020, Hyperscape was set to shake up the landscape of established free-to-play battle royale titles as Ubisoft sought to carve out its own slice of an increasingly saturated market. A little later, Ubisoft has just announced that its new kid on the block will shut down the service on April 27, not even two years after the game’s beta version was released.

Despite praise for some well-designed maps and ambitious new takes on a genre that was quickly becoming cluttered, Hyper scape could not overcome the limitations that have plagued him since his lukewarm beginnings. Delving into the game’s various critical reviews reveals ongoing issues for which Ubisoft has seemingly found no effective remedy.


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Hyper Scape’s design is beautiful but bland


The setting and visual aesthetic of a game plays a huge role in how fans will initially react to it. It ended up being one of Hyperscape most pressing problems. Although the cards were found to be interesting and the aesthetic tone was well rendered, most reviewers weren’t convinced that the Tron-inspired shooter had carved out a visual style meaningful enough to make it distinctive. For PSU’s Tommy Holloway, despite his “immaculate professional aesthetic”, Hyperscape lacked personality and ended up “feeling (feeling) bland”, particularly suffering from a lack of “various geographic and weather effects that differentiate locations from other shooters”.


The game’s generic character cast was also uninspiring. “The characters … are also quite bland,” Holloway lamented, “they’re devoid of personality and feel like empty vessels.” GameSpot’s Jordan Ramée

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Weightless combat hampered Hyper Scape’s growth


Hyper Scape shooter screenshot

All other gameplay elements aside, a battle royale game still requires engaging and well-designed combat mechanics in order to feel tactile and engaging to players and ensure repeat play. Unfortunately for Hyper Scape, his fight ended up becoming one of his most pressing issues.


According to CJ Salcedo of GameCritics, Hyper scape the movement mechanics were “one of the strongest aspects, and being able to double jump and slide down rooftops (was) wonderful”. Although there was a general consensus that Hyper scape breakneck game speed was a big plus, poor gunplay ended up undermining that good work. “The guns don’t feel as good as the movement,” Salcedo lamented. “Gunshots don’t matter, and shooting enemies never feels like doing much damage.” Windows Central’s Zackery Cuevas echoed this sentiment, citing the combat as “floating and weightless”, frustrated that “weapons never seem to pack the punch you expect”.


Another cause for concern was the game’s universal ammo system. As PSU’s Holloway explained, “All ammo is universal, which means you should never really have a problem running out, which actually removes an exciting gameplay aspect of the battle royale experience – duty. sometimes survive with minimal resources.”

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Balancing Issues Critics and Alienated Players


Hyper Scape gameplay again

For any multiplayer shooter to be successful, regardless of format, it must have a balanced weapon system. Nothing causes anger and disillusionment like overpowered weapons and perks that detract from player enjoyment or render certain classes, items, and/or playstyles obsolete.


Hyperscape its reputation as a title with glaring balance issues was a label it could never change. Windows Central cited “wobbly weapon balance” as one of the game’s main drawbacks, while GameCritics’ CJ Salcedo considered “balance an issue – I found myself draining entire clips from a gun towards other players and I saw them survive, only to be taken down by a few hits from a different weapon.”

by GameSpot

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Ultimately, why did Hyper Scape fail?


Hyperscape Screenshot

Breaking into an already saturated market was always going to be a tall order, even for a studio with the kind of influence and resources that Ubisoft boasts. Hyperscape The biggest problem connecting with audiences was that it just didn’t differentiate itself enough from its competitors, ending up as a game that GameCritics says didn’t do much “to stand out from other offerings. on the market”. For the power supply, Hyperscape was sleek and slick, but ultimately felt like “an amalgamation of sci-fi properties that predate it” and suffered from a “personality void”, something that is “almost necessary to stand out in an already saturated market”.

At the end, Hyperscape never quite overcame its own shortcomings to defeat the strengths of its competitors. Games in competitive markets need a solid launch to crowd out more established titles, but Ubisoft’s venture hasn’t been able to steer players away from beloved titans such as fortnite and COD: Warzone. Hyperscape has never been bad; it simply didn’t offer enough to attract new players or cause significant defection elsewhere in the market.

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