After multiple delays, Ubisoft's free-to-play roller derby game Roller Champions is now live, and I am here to tell you that it is 100% a videogame that you can play if you want to.
Roller Champions pits two teams of three against each other in a race to score five points on a supercharged roller derby track. The rules are simple: Get the ball, carry it one lap around the track (in either direction), then put it through a hoop to score a point. Do three laps before the dunk—increasing the risk that the ball will be taken away by the opposing team—and you'll get three points; make five laps, and you'll give five points, and an automatic win. That's it!
Unfortunately, the gameplay is as simplistic as the rules are simple. That's inevitable to an extent—the arenas are small and matches run a maximum of seven minutes—but even accounting for those relatively tight confines, there's just not a hell of a lot to do. Organized, coordinated teams might find fun in learning to effectively pass, pump, and score as a unit, but Roller Champion's confines are so limited that pickup matches are, well, dull.
It's not even interesting in the way that team sports sometimes are when all involved suck at whatever's being played, because there's always that one guy who takes it seriously and knows what they're doing, and whichever team they're on is going to dominate. Yes, that's a broad generality, but it's my experience: The team with the sharp dressed guy is the team that's going to win.
The biggest problem with Roller Champions, I think, is that it's just not violent enough. You can get your elbows up or throw a flying tackle to check other players, but not much else, and they bounce back up almost immediately. You can't, say, grab
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