NOTE: I do know that the gam is currently in Beta. This is just what I currently feel about it right now.
Dirty Bomb is a great FPS Shooter that blends the feeling of TF2 and Counter-Strike. The game has so much potential, and I’ll point out some things that had caught my attention, and what I think the game can improve on.
The Good:
- The gameplay is really fast-paced. It only takes a couple of seconds to get back into the fight, and even faster if there’s a medic.
- The game does not show stats about Kills, Death, etc., so that players can focus more on the objective, rather than their K/D ratio, which encourages teamplay.
- The game rewards skill and teamwork, which is always a plus. I am always tired of F2P games rewarding paying players more often than others b/c they bought the better gear.
- The card system feels fresh and unique. I feel that this system actually works in this game, since it actually adds layer to the class system. Developing new cards can also be a bit easy by allowing the devs to reuse of older content (weapons, passives, etc) from older cards.
- The UI just looks glamorous and clean.
- The game modes are simple and fun. The fast-pace gameplay makes it more engaging to play than in all other shooters that I’ve played, even in similar game modes just like Objective and Stop Watch.
- The maps are nicely designed, with multiple paths for a player to take in order to attack and flank enemies.
The Bad:
- The UI is very buggy, and this would be the biggest issue that prevents the game from a full release. I’m sure the devs have already realized this, and plan to fix it ASAP.
- The gameplay does feel awkward when you get into it first. This is probably just me, but I felt that the controls were not as smooth as it could’ve been.
- There was a lack of variety of classes in the beginning. Excluding the daily rotations, you are given an AoE dmg dealer and a medic. I feel that a third class should be given access in the beginning that focus more around defense.
- The wall jump is not utilized well in the game. There are times when you can use the wall jump to your advantage, but these chances are small and only work in specific situations. The entire game does not really depend on his mechanic at all, and I feel that the game could still work even without it.
- I seem to have a poor connection to the servers, which would result in me teleporting a few meters every so often.
My suggestions:
- Slow down the speed of the game by a bit overall. I feel that the game would be even more engaging if the combat is slowed because it would help encourage more tactical teamwork, rather than just zerging the objective. There are opportunities to flank enemies, and yet I would see an entire team to charge right through the corridor (of course, it’s not a bad tactic, but if it doesn’t work 3 times in a row, then you should try something different).
- Fix the bugs. Not much to say here, as this game is still in beta.
- Modify the maps a bit to encourage tactical plays. Give players more opportunities to use the wall jumps. Create flanking opportunities from above.
This is just my opinion, and it’s still the first day. I’ll continue testing the game and will bring back any feedback I find necessary.
Current Score: 7.4/10