Fragpunk review: a creative shooter that defies conventions

Fragpunk review: a creative shooter that defies conventions

      “In a landscape filled with tactical shooters, Fragpunk boldly confronts the established norms.”

      **Pros**

      - The card system refreshes the gameplay dynamic

      - A humorous tone adds to the enjoyment

      - Less punishing than typical tactical shooters

      - Matches are intense and entertaining

      **Cons**

      - Some character designs are lacking

      - Additional modes feel unnecessary

      What comes to mind when you think of the word “punk?” Is it a person adorned in bright, extravagant attire, or someone vocal and defiant against the norm? Regardless of your interpretation, NetEase’s newest tactical shooter, Fragpunk, embodies these aspects in many ways.

      In a gaming environment where titles like Counter-Strike and Valorant thrive, significant innovations are essential for new games to distinguish themselves. Fragpunk not only embodies the punk spirit often associated with the term; it harnesses that essence to disrupt the norms of the tactical shooter genre.

      **Stepping Outside the Comfort Zone**

      Fragpunk is a new free-to-play shooter that revitalizes an old concept through a card-based mechanic. Its core gunplay aligns with classic tactical shooters such as Valorant. Each character, known as Lancers, possesses unique abilities, but the presentation of these abilities sets it apart. Unlike Valorant where most powers must be purchased, Fragpunk offers all abilities from the outset, resetting them at the end of each round. If players misuse an ability in one round, they can simply try again in the following round without fear of penalties, providing greater freedom during firefights.

      Though it is undoubtedly a tactical shooter, genre fans can quickly grasp the fundamentals. One team defends a bomb site while the other attempts to plant the bomb. Success can come from eliminating opponents or successfully detonating or defusing the bomb. While that structure is familiar, the unique elements interspersed throughout the gameplay is where Fragpunk distinguishes itself.

      Every facet is designed to encourage players to step out of their comfort zones.

      Typically, players stick to their preferred characters or weapons in other tactical shooters (I’m certainly guilty of that). It's easy to stick with familiar choices, as traditional shooters do not impose significant changes that compel players to adapt from round to round. However, Fragpunk breaks that mold with its card system.

      At the start of each round, players earn points to purchase cards that will take effect in the subsequent round. Each card alters the rules for that round in unique ways. They can provide advantages such as creating fire-breathing shotguns, allowing players to absorb extra damage, enhancing reload speeds, and more. However, these cards only activate if sufficient points are allocated, and more powerful cards typically require a larger investment. It can be frustrating when a desirable card goes unused due to the team's reluctance to invest in it.

      Although this occasionally frustrated me (primarily when I resisted adapting), it adds an exciting X factor that keeps battles engaging. Fragpunk excels in enabling players to respond to shifting conditions on a whim. In other games, once a character is selected, players remain locked into that choice until the end. Fragpunk allows players to switch between characters, enabling adjustments to the various challenges encountered.

      Another distinctive feature is that players need not worry about having insufficient funds to buy weapons. Even when my performance was subpar, I could consistently acquire a reasonable loadout. There’s an interesting twist: each team has a weapon limit. At the start of each round, players will notice a number next to the type of weapon they can choose. If they die in the next round, this number decreases until they change roles. Once it hits zero, players can no longer select that weapon type, but they can ask a teammate to relinquish a slot for its use again. This clever system prevents any single overpowering weapon from dominating the meta. Everything is crafted to encourage players to venture beyond their comfort zones.

      One of the most surprising aspects of how Fragpunk challenges the genre is its approach to drawn matches. Instead of merely ending the game in a tie, it introduces a unique twist where the entire match transitions into a new lobby. Here, players decide the order of duels against the opposing team. The catch is that only one player can be on the map at a time, and any damage taken in the previous fight carries over to the next. The goal is to eliminate the opponent swiftly while ensuring you have enough health for the upcoming battle. If not, you’ll need to spectate for the rest of the game, hoping your team can succeed where you fell short.

      In addition to the standard bomb defusal mode, there are other options like Outbreak (infection), Team Deathmatch, and Melee Deathmatch. However, these feel more like filler and tend to rotate frequently. Given that the game is designed as a tactical shooter, these alternate modes often lack depth and can become repetitive quickly. I suspect they will mainly attract players aiming to complete specific challenges or those

Fragpunk review: a creative shooter that defies conventions Fragpunk review: a creative shooter that defies conventions Fragpunk review: a creative shooter that defies conventions

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Fragpunk review: a creative shooter that defies conventions

Fragpunk is an incredibly enjoyable new tactical shooter that breaks the conventions of the genre with impressive outcomes.