From the moment I saw Rollerdrome, I was into it. Its Comic Jumper-esque art style, bleak futuristic tone, and the Tony Hawk-style movement and tricks with gunplay lathered on top are all extremely my shit. My interest was only furthered when I found out it was being developed by Roll7, the same team behind OlliOlli World, which I gave a perfect score earlier this year.
After having played through the first six levels of Rollerdrome, it’s looking like yet another hit from the team. It takes the same approach to having one gameplay mechanic that’s taken as far as possible, but now, instead of 2D skateboarding, platforming you’re emulating the 3D movement and tricks of a Tony Hawk game while trying to fight for your life. That team just gets me, apparently.
Related: OlliOlli World And Neon White Are Scratching A Perfectionist Itch I Forgot I Had
The first thing that stood out to me with Rollerdrome was its control scheme. Having instantly decided this was like every other 3D skating game I’d ever played, I assumed that you’d have to hold down X to move. Instead you just push forward and Hasan handles the rest; you’ll naturally speed up a little bit with momentum from ramps, but generally that’s not something you have to worry about.
As you move around each level’s unique arena, you can spin in the air, perform an almost endless amount of directional grabs, grind on rails, acid drop into ramps, wallride, and jump around the battlefield. Doing these will keep your combo meter sustained in between killing enemies, and also make you look extremely fucking cool while doing it.
Moving is just half the battle, though. Although tricks will keep that combo meter sustained, killing enemies is what increases it and what give you a
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