Everything about Concord, on some level, works, or works well in isolation. Roka's heat-seeking missile launcher tracks targets with a satisfying *bleep bleep bleep*. Starchild's double-jump/power slam ability combo feels great when you can hit multiple targets. But Concord's occasional moments of satisfaction are waylaid by a competitive shooter experience that's too often sluggish, boring, and devoid of any interesting tactics beyond balling up as a team and standing on an objective.
What is it? An underbaked, overpriced, and dated hero shooter.
Expect to pay $40 / £35
Developer Firewalk Studios
Publisher PlayStation Publishing
Reviewed on Radeon RX 6600, Ryzen 7 5700G, 32GB DDR4 RAM
Multiplayer? Yes
Steam Deck: Not Verified
Link: Steam
Gunplay is serviceable, with recoil and weapon handling that channels far more of Destiny 2's PvP mode, The Crucible, than Overwatch or Valorant, albeit with none of the punchy feedback that gives that game its sense of weight or tactility. Floaty movement through maps with three lanes and varied sightlines, abilities on cooldown where you toss out orbs that do stuff and then come back, and an exhaustingly long time-to-kill that incentivizes your whole team to mob together and focus down single targets—you've seen all this before, and it's been better and $40 less expensive. It is fine in a marketplace where fine does not and has not cut it for years.
This is one part of Concord that is especially confusing. Destiny's Crucible was just a single mode, interwoven into a PvE/PvP progression system designed to make sure hardcore players never ran out of stuff to do. It also wasn't that great, and its Destiny 2 counterpart has long languished in the shadow of the more popular, more substantial campaigns and raids. In isolation, the Crucible would have been a miserable experience—and really, that's all Concord has.
Concord's overlong time-to-kill demands precision with weapons and hero toolkits that often aren't up to the task, making
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