Rollerdrome is a slick new game from Roll7 that is one part Tony Hawk’s Pro Skater and one part The Running Man. This fast-paced kill sport is packed to the gills with nuanced elements. When played at its full potential, Rollerdrome feels like ballet with bullets. However, when you are starting off, it is a touch messier than that.
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While the game does provide some key tutorialization, the difficulty can ramp up pretty fast and there are a ton of elements that aren't fully explained to the player. This guide will make sure you spend your time rolling gracefully while shooting your guns, and less time treading water.
One of the things that people new to the game are probably going to struggle with is how your momentum carries you. When you hop over an enemy, switch direction midair to shoot them, and land, your momentum is still going to take you to the same place you would have been going had you not turned around in the air. Thus, you will frequently find yourself blazing a trail with your back to the ramp, which can feel unnatural and a little unsettling at first.
However, relax, you will naturally swivel around in a second or so. Also, if you find that you absolutely need to change the direction in which you are traveling, your dodge roll will allow you to accomplish that. At first, you may feel like you are completely out of control, but the truth is you have every tool you could possibly need to go wherever you want to.
Look, we know, Tony Hawk’s Pro Skater taught everyone that you need to know when to prepare to land your trick. But Rollerdrome isn't THPS. There is no way to "fail" a trick. You can't crash into the ground. So, hold the trick all the way down to the ground to
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