When Riot Games unveiled Valorant, the hero shooter genre was starting to show signs of aging. Yet, it still managed to make a mark by emphasizing tactical gunplay, authentic weapon behavior, and competitive-centric gameplay. So, what does this imply for Bad Guitar Studio’s FragPunk, launching several years later with its unique take on the hero shooter sub-genre? Essentially, it suggests that a fresh deck of cards might not always breathe new life into an experience, even if the core mechanics are worth exploring.
In a streamlined, futuristic landscape, an enigmatic substance named Glunite is unearthed and converted into Shard Cards. These cards, when activated, can cause diverse outcomes such as reshaping reality or modifying firearm behavior. Consequently, numerous freelance fighters called Lancers are eager to seize this material and craft additional cards. However, the purpose behind their pursuit remains somewhat vague; while the cinematic trailer offers some insights, mastering these details within the game is a challenging task.
Fundamentally, FragPunk shares many similarities with Valorant. It’s essentially a 5-versus-5 game, where each player assumes control of a distinct character, referred to as Lancer within the game. The “Buy” phase allows you to purchase your primary, secondary, and melee weapons.
That’s alright. It gives a valid motive for engaging in combat with other Lancers, but I find myself doubting the process of using Shard Cards to acquire additional materials to create more Shard Cards. Perhaps there’s an issue with the continuous cycle of conflict for what might be limited resources.
Essentially, FragPunk resembles Valorant quite closely. It’s a 5-versus-5 game, with each player commanding a distinct Agent, or Lancer. During the “Buy” phase, you purchase primary, secondary, and melee weapons. Unlike some games, your abilities have set charges that won’t regenerate during battle. The main mode is called Shard Clash, where one team sets up a Shard Convertor while the other protects it. After a certain number of rounds, the roles switch.
The cards play a crucial role in shaping the gameplay. Prior to each round, both sides have the opportunity to allocate Shard Points onto any card they prefer, thereby altering its effects. Some examples of these effects include: enlarging enemy heads for simpler headshots (Big Head Mode), disabling healing abilities for the opposing team, upgrading a random weapon, and my personal favorite – loading all your spare ammunition into one magazine, ready to be fired in a single powerful blast.
Based on the desired outcome, players need to put in additional Shard Points to trigger a card, and they can play multiple cards simultaneously (or renew an existing one). Additionally, by adding more Shard Points, you can enhance a card’s effect, transforming a regular option into something much stronger.
If you choose to incorporate additional cards in this type of competitive shooting game setup, it’s perfectly acceptable since they are limited to the current round, not affecting the entire match. This design choice makes sense as it helps maintain order and avoid chaos throughout the gameplay.
In simpler terms, Shard Points are earned by inflicting damage, helping out, and achieving kills, among other things. This means that even if your team loses the initial rounds, you can still turn things around by using stronger Shard Cards obtained from the points you’ve already earned. However, a more intricate economy system is only noticeable in extended Shard Clash battles.
In a typical format where winning requires four rounds, it seems snowball effects become more probable with fewer chances for a comeback except through exceptional skill. Similarly, a team that heavily invests Shard Points during favorable circumstances may find themselves at a disadvantage if their opponents manage to stage a turnaround.
In another phrase, incorporating new cards into this competitive shooter style isn’t a problem. Each card is only relevant for that round and doesn’t affect the entire game – this makes sense to avoid chaos. I must say, replacing the reliable SMG with an automatic shotgun when Dragon’s Breath was activated and sending out a hail of bullets while inflicting ongoing burn damage on an unfortunate opponent was quite exciting. However, these significant changes to my setup were rare occurrences. In essence, they serve as entertaining variables that add some zest to what would otherwise be repetitive gameplay.
In a nutshell, FragPunk experiments with different approaches to alter gameplay dynamics, such as implementing a weapon knockout system. This means if you’re defeated in a round, your chosen weapon becomes unavailable, forcing you to switch to another one (or pick it up from an adversary). Additionally, the game boasts a vibrant aesthetic, rich with graffiti and special effects that avoid being overly intense.
Everyone has their catchphrases and dialogues, including the announcer, although sometimes it feels overly repetitive. They generally seem unacquainted with each other.
The gunplay and general weapon response are fun, though they veer slightly from the usual style found in tactical shooters. The Duel function replaces overtime and sets up head-to-head team fights until only one team remains victorious; it’s quite intriguing.
However, they can’t conceal the most obvious issue with FragPunk in a concise manner – many aspects seem familiar, but presented more captivatingly in other games. This is evident in the deliberate, tactical movement that promotes positioning oneself at corners instead of recklessly charging ahead, and using melee weapons to speed up slightly. The maps with various vantage points and paths for flanking, although they don’t always blend seamlessly as Valorant does, despite outperforming it visually.
The Lancer’s skills aren’t exceptionally unique, encompassing common features such as scanning, setting up turrets, controlling remote allies, placing detection beacons, camouflaging, and even evading damage by entering the void. However, they function adequately, despite occasional awkward moments. The issue lies in their lack of originality, which is disappointing given how visually striking the Lancers appear.
Indeed, the elegant designs of these characters might give the impression of smooth interactions, yet beneath that facade, there seems to be a lack of organic connections among them. Each character has their witty remarks and lines, including the announcer, who can at times be overbearing, but overall they appear as strangers to each other. I believe that such an approach to character interaction would fit better in the competitive environment of Valorant, rather than the more laid-back, exaggerated persona of FragPunk. However, personal preferences may differ.
If Shard Clash bores you, consider giving other options a try such as Team Deathmatch or Infection. The Infection mode seemed intriguing initially, but it’s become quite laughable due to the significant advantage survivors have over the Infected and the lengthy matches that can be frustratingly long. Instead, there are regular challenges and events, with events focusing on completing extra tasks. Ultimately, this leads us to the abundance of currencies and microtransactions found in FragPunk.
Though it doesn’t have extensive monetization options, FragPunk still stands as a robust and predominantly ‘inspired’ (in a positive sense) competitive shooting game.
It’s clear that FragPunk is a free-to-play game, and while some might find justification for the high prices of their skins, it’s hard to overlook the complexities in its system. For instance, I’m still puzzled about what Weapon Keys are for, why soda cans have been turned into gacha items, and how we ended up here. Even setting aside the cosmetic confusion, one must unlock additional Lancers using Gold or FragPunk Coins, which can only be obtained by spending real money. Fortunately, all Shard Cards are free for life.
As a fan, I’d say that even without all the monetization, FragPunk stands strong as a competitive shooter, albeit one that draws heavily from other games (in a flattering way). The explosive gameplay and shooting mechanics can be thrilling, with the added unpredictability of cards adding an extra layer of fun. However, the core strategy and depth in weapon mastery seem somewhat lacking. It’s uncertain whether FragPunk will carve its own niche or trail behind its more accomplished inspirations, but for now, it offers a satisfying gaming experience.
This game was reviewed on PC.
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2025-03-12 23:12