It is a ridiculous misunderstanding to say that European and American games are car gun balls, but this is not entirely the fault of the players, because for a long time, due to language barriers, a considerable number of Chinese players can roughly understand and even see works

says that European and American games are car gun balls, which is a ridiculous misunderstanding, but this is not entirely the fault of the players, because for a long time, due to language barriers, a considerable number of Chinese players can roughly understand and even see works are just car gun balls. But this "Rocket League"... If you had such a prejudice before, then this work obviously would not eliminate this prejudice much, because it has two of the three lines of the car, gun, and the ball itself.

For example, jump. The jumping in the game is not much different from the heading in the football game, but without any auxiliary system, it is not easy to accurately push the ball to where we want it to go. You can change directions in the air by spraying, adjusting the vehicle angle and "two-stage jump" and other skills, but all of this happens in an instant, on a field that often seems very crowded. And in those larger competitions, strategy choices will also become crucial. Just like having a forward, midfielder, defender and goalkeeper in football, it is obviously not the smartest strategy for all players to rush to the ball. A teammate who is hovering in the backcourt is likely to block his opponent's sharp long shot, while a player who is ambushing in front of the enemy's goal may make a fatal blow at a critical moment, so there is no need to worry about being offside.

Whether it is a person or a car playing football, shooting will always be a climax. The operating experience of the game is also very good. Although the driving feel of "Rocket League" has nothing to do with reality, it is better because the overall operation feel is very smooth (the controller is better). The designer's intention to perform is also achieved completely through the operation methods of the game. At the same time, free gameplay and very few rules and restrictions have given Rocket League extremely strong strategic depth and potential for discovery. The above mentioned can only be said to be the simplest and easy-to-understand parts. Theoretically, the possibility of Rocket League is no less than that of any tactical depth that confrontational movements in the real world can develop. Like almost all such works, multiplayer is where it can show its greatest charm, especially the competitions with friends will undoubtedly create a lot of joy. It’s a pity that it was probably because it was too popular when it was first released, and the online battles of this game must rely on the official servers, so judging from the current situation, the network situation during the battles of this game is not very good. The customization options for

vehicles are only at the skin level

game also provides a built-in upgrade system, where players can unlock new vehicles and paint after increasing their level through competitions. This is a very good idea, but unfortunately, from the current stage, the difference between different vehicles seems to be just a difference in skin. By comparison, there should be no difference in basic properties such as velocity, acceleration, collision volume, etc. Simplicity may have made the most important advantage of Rocket League, but in this regard, the relatively complex design can obviously further explore the gameplay of the work.

The scene during the melee can be very hot

For example, it can be designed to be a larger and heavier car that can easily hit the ball, but it is slower; vehicles with a flatter body have faster speeds and higher jump ranges, but it is more difficult to operate, etc. It can even add a transformation system to give players a certain degree of autonomy. This part of the content sounds like it requires strong technical support, which is likely to increase the development cost of the game, but it will undoubtedly further increase the tactical depth of the work, making "Rocket League" a step further in its existing success. I don’t know what was the reason that prompted the developer Psyonix to choose this relatively simple design model, but if they could have expected the popularity of the work today, they would have definitely done it with a little more ambitious at the beginning.

supports up to 4V4

The success of "Rocket League" is somewhat unexpected, but it is not a castle in the air obtained by a skillful hand.Its basis is a smooth operating experience accumulated over many years of development experience, and the torso is a simple but outstanding gameplay design. It captured the enduring essence of competitive sports and successfully put it on a hot and fast digital garment. Its success is another victory for excellent creativity and strong execution, and also provides a new role model for many independent game studios.