Developer: Firewalk Studios

Initial release date: July 18, 2024

License: proprietary license

Genre: First-person shooter

Platforms: PlayStation 5, Microsoft Windows

Publishers: PlayStation Studios, Sony Interactive Entertainment

Engine: Unreal Engine 5

Concord, the latest 5v5 shooter from Firewalk Studios and Sony, doesn’t do much wrong. In fact, its most serious flaw may be that it is so bland that it is quickly forgotten. After playing through all of the modes and experimenting with the majority of the characters across several stages, the most important lesson is that I have gained nothing. Which is a shame because there may have been more. Maybe.

It takes place in a Star Wars-inspired, Guardians of the Galaxy-style universe in which many alien races share unmistakably human attributes, voices, mannerisms, physical makeup, and characteristics but, for example, have horns or fungus for beards or are robots. An opening creates a Marvel-esque atmosphere in which everyone interacts using quips, and practically anything noteworthy is followed by someone saying something like “Well, that just happened.”

Firewalk Studios has pledged to follow up on this introduction with weekly stories on each character, fleshing out the larger universe and creating a lore repository to bring it all to life. And, while the cutscene is breathtaking and the production qualities are out of this world, you have to wonder if the money and effort would have been better spent on additional game modes or some form of character growth beyond unlockable cosmetics.

Because, in the end, it’s story for the sake of story, which feels out of sync with the gameplay. You’re selecting individuals from a pool of Northstar crewmembers known as “Freegunners,” who are effectively mercenaries chosen for the most dangerous and lucrative tasks. However, the premise makes little logic. Why are they rivals? Why do the occupations need everyone to constantly rush at each other and murder one other? Why are they fighting each other, even though they are clearly represented as a team in the multiple complex cutscenes we’ve seen?

Unfortunately, the entire notion feels like a jumbled mess, which is not a good foundation for anything. At the end of the day, no matter how vast and rich the universe is, the game remains unexceptionally “good”. Firewalk is a respectable studio; the gunplay and mobility are good, the character abilities are adequate, and the levels are colorful and distinct, albeit not very unique.

Each of the available characters has a unique weapon and set of special actions, as well as a type of double jump and a selection of costumes to acquire, which are currently simply recolours or hardly detectable keychains for weapons. Also, you can barely see your characters, while enemy characters are so heavily illuminated and move so quickly that you can’t appreciate anyone’s skin. Some of the characters are enjoyable to play, such as Haymar, who utilizes small firebombs and carries a precision crossbow, and Bazz, who can hurl knives for quick, instant kills. Oh, and Lennox, the Star Lord substitute with a powerful handgun and the capacity to self-heal.

Other Concord characters, on the other hand, do not appear to be worth picking. Huge robot 1-Off, for example, has a weapon that is basically a hoover and feels completely useless; Vale, the sniper, could be shooting enemies with a BB gun; and Emari’s shield is pretty useful when surrounded by teammates, but clever opponents will simply wait it out and kill her while it cools down.

You can switch between any unused characters when you resurrect, which is one of Concord’s few innovative ideas, as it transfers one character’s unique passive ability to the next. Firewalk has stated that some of Concord was influenced by deck-builders, and I believe this is what they mean, however it lacks the depth, strategic thought, and variety of a deck-builder. If you work closely with your team and strategize to your full potential, it may make a difference, but little in Concord encourages this kind of effort.

Rewards are gradually poured, unlocking the aforementioned cosmetics. At level 6, you may form a “fireteam” of characters to conveniently swap between during matches, but I’m not sure what the benefit is. For a game that costs over $40 at launch, the paucity of substance is concerning. There are six modes to play, two of which are variations on practice modes. There are just two feature objectives: Team Deathmatch and Territorial Control. The game combines objectives and goals within them, but it won’t take long to see them all.

Perhaps Concord’s saving virtue is its fundamental gameplay. It recalls me more of Destiny 2’s Crucible than Overwatch in certain ways, with quadruple jumps and slides, tossing special abilities about, and then running like crazy while waiting for cooldowns. Even the tempo, time-to-kill, and overall gun-feel have a Destiny feeling to it, which I found immediately comfortable. It’s telling, however, that the character I enjoyed the most was Teo, a generic dudebro with a submachine pistol and grenades as his special talent.

Review Overview

Gameplay – 65%

Controls – 68%

Aesthetics – 70%

Content – 63%

Accessibility – 72%

Value – 66%

Overall Rating – 67%

FAIR

Summary: “Concord” offers a solid foundation but struggles to stand out in a crowded genre. While the visuals are appealing and the controls are responsive, the gameplay lacks depth, making it difficult to hold players’ attention for long. Content variety is limited, and while the game is accessible, it doesn’t provide enough value to justify a strong recommendation. Overall, it’s a fair experience that may appeal to some but leaves much to be desired.


By Chris

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