The other defining aspect of what makes LawBreakers successful is the diverse set of classes that, in addition to unique weapons and abilities, all have their own special method of getting around the environments. For movement, many classes have some form of jet pack that lets you propel yourself forward, upward or hover, though some heavier classes such as the Titan and Juggernaut are significantly less mobile than the lighter ones. One unique mechanic that any class can take advantage of is the ability to blind-fire behind you while moving ahead. Not only does this allow you to fire on enemies who are chasing you, but firing backwards while in zero-gravity propels you forward and allows you to gain additional speed. Zero-gravity areas also have gravity wells which can be used to change speed and direction, though learning how to use these effectively is not easy.
Though the classes are all unique, all of them are capable of dealing good damage in combat. Even the two medic classes Harrier and Battle Medic have access to high-powered weapons that make them potent in a fight, and as someone who generally avoids playing healing classes these ended up being two of my favorites. Other roles have access to a wide variety of weapons including machine guns, rocket launchers, submachine guns and even melee weapons, though notably there are no sniper rifles. The melee/short range classes are particularly interesting, with the Assassin sporting a grappling hook and dual-swords that encourage getting in close to do some nasty damage.
No matter what class you pick, there will be a significant learning curve. The classes that have more traditional firearms require players to be able to aim effectively to hit moving targets at a variety of ranges, and are ideal in low-gravity situations where it is possible to stay in the air where you are relatively safe from projectile based weapons like rocket-launchers, and difficult to reach by melee players. Melee or short range classes must find ways to close the gap between themselves and opponents, meaning they might be better suited to more advanced players who have a better handle on the movement system. The user interface is largely identical to Overwatch, where abilities such as grenades or healing powers appear in the bottom left with individual hot-keys and cool down timers, and you can press F1 to get an overview of each classes’ weapons and abilities. Still, no matter what class you gravitate towards, you can expect to die a lot early on.
The initial challenge faced by new players is exacerbated by the extremely simplistic matchmaking that does not appear to take player skill into account at all. Unless you are setting up a custom game for yourself and some friends, you are funneled into a single ‘quick play’ matchmaking queue that places you into one of five 5v5 modes, and with such a low player count a single skilled individual can pretty much dominate an entire match. One-sided games are common and being on the wrong side of a skilled team can be a miserable experience. On the few occasions I did get into very close matches, the game soared and I struggle to recall the last time I had so much fun with a fast paced online shooter like this, underlining the necessity of some kind of ranked matchmaking that produces more even games. To its credit though, the current matchmaking has been consistently fast and always placed me into low ping servers.
Perhaps LawBreakers’ biggest failing is that it gives you poor tools to help make the steep initial learning curve smoother. There is a sandbox level you can run around in as any class with a few static enemies to test abilities on, but apart from this and some generally unhelpful tutorial videos you will need to cut your teeth against human opponents. While the glee of whooshing around in zero gravity was enough entertainment to keep me going until I had a handle on the basics, I suspect many players will be turned off by unpleasant first impressions caused by having to play with and against more experienced players. The inclusion of bots for custom games, or some kind of co-operative mode would have gone a long way here.
The modes themselves are less remarkable than the gameplay, but do a good job of creating focal points for action that usually move around the map. Though there are five modes, two of them dubbed Uplink and Overcharge are very similar. These modes require both teams to fight over a single item that they must capture, bring back to their base and defend while a meter fills, eventually resulting in that team scoring a point. In Uplink, the meter fills separately at each team’s base, while in Overcharge, the meter is tied to the device itself, allowing one team to fully charge the battery only to have the other team steal it at the last second and score the point for themselves. The other modes are Blitzball, where both teams compete to grab a single ball and get it to a goal at the opponent’s end of the map, and a couple of variations on territory control that would feel right at home in a Call of Duty game.