Locking guns and only allowing players to test unlocked guns from progression ruins the experience. If I, a player, am at the gun range, I am there to test a gun. Also, another annoyance that we have with the firing range is that it doesn’t let you practice locked guns. This can make the process cumbersome, and at times, annoying. I had to switch out my loadout to check each of the unlocked weapons individually. It was because of the firing range that I learned about Cleaner’s incendiary rounds (passive) doing +2 damage per second.Īnother thing worth mentioning here is that there is no real way of picking any gun out of the loadout from the range itself. These dummies show the damage output from the guns and are a great way of testing a loadout, before heading into the main match. This is the room where we tested every single faction and their ability, and it helped us learn more about their kit.įinally, the third room consists of a gun range, where players can test their fine-tuned guns on dummies. Nothing too crazy, but just enough to get the players acquainted with all the perks. The bot room is the best for players to test their faction abilities. Once done, players can then shift their focus to the bot room, where you can change the bot behavior to standing, fighting with each other, and moving around. The training course introduces players to the movement and shooting in the title. XDefiant’s practice arena is divided into three areas – an Assault Course, Abilities & Ultras room, and a Firing Range. The maps felt tight, with covers littered around the points. The verticality was nough for us to try out the Marksman rifles and take a higher ground to shoot the opponents down. It is clear that the game really wants to bank on nostalgia and its existing fanbase for this free-to-play title, which isn’t a bad decision.Īs for the map design, in the four maps we tried, there were multiple rotation points and desirable verticality especially in the arena maps. Similarly, the Times Square map brought back the exciting memory of the time when Ubisoft first introduced Tom Clancy’s The Division in 2016. It vividly reminded me of the office cubicles of Tom Clancy’s Splinter Cell Conviction. For example, Echelon HQ, inspired by the office of the Third Echelon in Tom Clancy’s Splinter Cell, had a rather distinct feel to them. We tried four maps in total during the XDefiant hands-on beta, three of which were inspired by Ubisoft titles - similar to the factions. It’s good that Ubisoft only took inspiration for gunplay from COD, and not the armory system. It offers a simple UI and everything surrounding customization was a very pleasant experience, and I would thank the person who decided to make this thing simple not flashy and confusing. Thankfully, Ubisoft hits the nail on the head with XDefiant. I hate it when shooters try to make this process overly complex. One of my pet peeves, whenever an FPS provides weapon customization is that is should be simple to understand and customize the guns. But a lot of the weaponary reminded me of Call of Duty, right from the gun sounds to the handling. We checked out all the default weapons as well as unlocked a few of them, including the AK-47s, which become one of my favorites during the playtest. Sadly, the XDefiant hands-on session did not allow us to try out every single gun and attachment, as many of them were locked behind the progression system. The rest of the guns and the attachments are locked by default, and players can access them by leveling up and progressing through the title. Each gun category has only one gun unlocked at the start. Furthermore, over 40 attachments are available for you to tinker with and customize your guns to your liking. The game consists of 24 weapons, including the ones we regularly see in most FPS titles. Of course, the gunplay can make or break an FPS, and XDefiant has quite a many weapons in its arsenal.
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