Review

Lawbreakers PS4 Review

  • First Released Aug 8, 2017
    released
  • PS4

Fighting In The Unfriendly Skies.

Ever since the introduction of jump pads in shooters, an FPS that offered greater freedom of flight was inevitable. Lawbreakers feels like one such result. There's a moderate learning curve to maneuvering and surviving in-air and within the myriad anti-gravity spheres of the game's arenas. When you do manage to adapt to sniping on the fly or boosting down a corridor with strategic purpose, the resulting outcomes can feel sublime even if you rarely receive the post-match MVP award.

Even with the possibility of vertical movement, FPS maps are wasted if there aren't adequate weapons and abilities to play with. Lawbreakers addresses this challenge through an intelligible diversity in the armaments and specialities spread across its nine classes. There's a reasonable assortment of advanced finesse fighters, beginner-friendly gateway classes, and well-rounded combatants who are useful in any map/mode combination. Even after about 100 matches, it was pleasing to see that no one class dominated, especially among high performing players, which is a credit to developer Boss Key's thoughtfulness in honing these characters.

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The lack of standardized weapon and movement types make each of these fighters all the more distinct. The Vanguard, for instance, offsets the immense potency of having a gatling gun by not having a secondary weapon. The lack of boosts or upward mobility makes the armored Titan seemingly useless when delivering the batteries in Overcharge, but this class is invaluable for guarding the battery when it's charging at your base (the mode's main goal). And learning how to optimize a role based on your team makeup, map, and mode is part of the fun, which is perpetuated by the welcome ability to change your classes mid-match.

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While Lawbreakers isn't the type of shooter that awards skill-boosting gear as you level up, discovering additional gameplay depth after getting the hang of flying becomes its own reward. Like experienced Street Fighter competitors, advanced players will feel a sense of accomplishment learning which tactics and attacks work best against specific classes. The challenge is in discerning who you're fighting in a given moment since the already-cluttered user interface does little to convey that specific kind of visual information. Tailoring an attack strategy against a class works when you're in a sudden mid-air duel just yards apart, less so when you're trading shots across a courtyard and you can't tell if you're firing at an Assassin or a Wraith.

From the Asian-influenced architectural designs of the Redfalls map or the futuristic shopping mall that makes up the Promenade arena, Lawbreakers' battlegrounds are well-carved to accommodate every class. The balanced mix of wide open spaces and confining passages in all of Lawbreakers' maps present a wealth of combat scenarios. That includes turning the tables on the predator/prey dynamic or using your environment to gain a tactical advantage. The Juggernaut, in particular, will no doubt become the bane of many, thanks to the class' hallway-sized pop-up barrier. Imagine playing the swift Assassin, thinking that you had a straight shot to deliver a ball to the goal, only to have the Juggernaut throw up a wall at the homestretch.

Such obstacles are easily countered by knowing the alternative routes. As with any shooter map, time is the only factor preventing you from committing every turn, shortcut, and hiding spot to memory. A common benefit of knowing the layout well is the palpable gratification of taking a battery or ball from the center of the map to your goal in less than 5 seconds in the Overcharge and Blitzball modes.

This map memory learning curve wouldn’t be as steep if not for all the time you spend running into locked doors and crossing invisible boundaries that pick away at your health. The maps' other shortcoming is the environmental art style, where futuristic surroundings can't mask the arenas' uninspired visuals.

The contrast of richness in functionality and lack of memorable visuals also applies to Lawbreakers’ ensemble cast. Their designs support the notion that high detail does not equate to pleasing aesthetics. You only need to look to the class selection screen to see the fighting game influence, where a large and culturally diverse group exude personality, hungry for a fight. Yet despite their array of outfits and confidence-oozing body language, this group largely lacks the magnetic charisma that inspires loyalty and discussion of favorite characters in real life.

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With any given Quick Match, your mileage will vary on how many strangers decide to work as team players. It's a testament to the combative appeal of Lawbreakers that it's not unusual to engage in brief isolated duels. Whether a player's motivation is to distract an opponent from the objective or the bloodlust of notching another kill, it's a shame that there is no Deathmatch or Team Deathmatch mode to add variety to a suite of match types centered around delivering items to goals or dominating territory.

Given the unique demands of anti-gravity gameplay, the PC version's comprehensive yet concise tutorials turn out to be crucial for onboarding new users. That makes their puzzling omission from the PS4 version disappointing. The fact that you're given currency for participating in the tutorials on PC only twists the knife. To further affirm the PC version as the preferred platform, we also experienced post-match glitches that forced us to relaunch the game from time to time on PS4.

Lawbreakers delivers dopamine hits beyond the arena through post-match score tallies and letter grading. Continuous play also begets higher player profile levels which--after every level up--yields Lawbreakers' cosmetic customization reward: Stash Crates. Capitalizing on the ever-popular, anticipation-driven appeal of random card packs, these loot boxes--packing four items of various rarities (and the occasional in-game currency)--reinforce Lawbreakers’ replayability. And the spectacle of opening these crates is as ceremonious and well-animated as anything you’ll find in Madden or Plants Vs. Zombies: Garden Warfare.

One sign of any worthwhile team-based shooter is a level of accessibility where everyone feels they can contribute no matter their play style, and Lawbreakers succeeds in this manner. And while the lack of Deathmatch is a lost opportunity, its sufficient playlist of modes offers a viable outlet to flaunt your kill/death ratio, even if it's at the expense of team success. What counts is that its fresh anti-gravity mechanics transcends its first-glance novel appeal and creates limitless combat situations that will be new and inviting to many shooter fans.

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The Good

  • Consistently engaging first-person shooter combat
  • Well-implemented anti-gravity movement creates unusual combat situations
  • Diverse characters are equally useful and valued in every map and mode
  • Post-game rewards enhance replayability

The Bad

  • Lack of tutorial in the PS4 version steepens the learning curve
  • Art direction is bland and uninspiring
  • Shortage of memorable characters
  • Lack of Deathmatch is a missed opportunity

About the Author

In the process of logging 20 hours of combat time (30 if you include the betas), Miguel tried out every class in every available map and mode combination. GameSpot purchased the game on both Playstation 4 and PC.
28 Comments  RefreshSorted By 
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StonerDemon

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I'm not really into shooters, but I played Killing Floor 2 and it seems much more fun than this game. Too much jumping, too chaotic for an old grumpy gamer like me :D

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DARREN636

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Edited By DARREN636

seen lots of adverts for this

but it's just so generic and bland looking.

zzzz

4 • 
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Pukshd

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@DARREN636: it's very entertaining for the few hours, but then you realize that every match is the same and team composition is worthless. It's like playing Unreal expecting team work.

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Rikardo91

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Edited By Rikardo91

To me this game looks like any other cartoony-futuristic arena shooter out there. Then again, I'm not a fan of this type of FPS anyway so this might sound biased.

I'm honestly growing tired of these cartoonish arena shooters... Overwatch, Paladins, this, Battleborn... and the list goes on. Not a single one of these games interest me in the slightest tbh.

This kind of all over the place jumpy-boosty gameplay is exactly what turned me off from Call of Duty. I just can't enjoy it, dunno why.

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Flyin3lvl

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@Rikardo91: totally with you , its not biased to be fair so many in a short period of time

call of duty is where i first experienced the ""bunny hop to victory"" , like yourself said , it is a turn off , the only game i found with decent online was killzone 3 war zone ......

with battlefield the map was to big , could go in long story at this point but to keep on point i have found all these games you mentioned just blend into one and overwatch only stands out because it really gets the most coverage

titianfall 2? can that get thrown into the mix with halo recently ..... its all about the jumpy - boosty phenomenon

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Midna

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I'd love to try this but my backlog of games is way to long atm.

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gamer112696

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@midna: I know that feeling all too well. My backlog is mostly big open world RPGs too. Can't see myself buying a brand new game for at least a year.

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Midna

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@gamer112696: I know what you mean. Rpg's are my favourite genre but they just take so long to complete lol.

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kachal

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It's an awesome FPS, where you have to learn to get good at it. Don't miss this game. Though they probably have bad PR because Sony didn't say anything that this is not exclusive but still the only place to play it on consoles is PS4 and they didn't give a copy to GS for review.

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mogan

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mogan  Moderator

Looks like knock off Unreal Tournament. That's not really a bad thing, but unless this a better than Quake Champions, I don't see much of a market for the second best muliplayer only, team based, class focused, e-sports, arena shooter of 2017.

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Fartman7998

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Edited By Fartman7998

I played the beta and pretty much disliked it all across the board. No tutorials to be seen anywhere so I had only a glimmer of an idea of what I was doing, game ran like garbage, it felt very difficult and hard to win....a whole lotta BS and no fun to be had. That was just my experience. Maybe I should give the full game a try, but I don't see myself doing that unless I just happen to have some extra cash lying around and literally nothing else to play.

I did like the aesthetics though. Good atmosphere and art direction. I liked the characters.

2 • 
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GoodOldUncleSam

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@Fartman7998: The game ran like garbage during beta testing ?!

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Fartman7998

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@GoodOldUncleSam: Yeah, it just didn't run smoothly at all. I don't know why. Maybe it's been fixed since.

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gamingdevil800

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Unfortunately its one of those games where you have a blast and a lot of fun on the beta and can really find no reason to purchase it cause its multiplayer only.

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videogameninja

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Edited By videogameninja

Looks interesting and there are some nice touches sprinkled throughout but I think Lawbreakers biggest hurdle will be… well, itself. I fear people will just write it off as some kind of Overwatch clone (let’s be honest here, it kind of does give off that impression.) and as such those who are fans/dedicated to the Overwatch community right now will more than likely stay put where they are.

On the flip side are all the people who haven’t played Overwatch yet or perhaps experienced only a little of it before deciding it wasn’t for them. The only problem with that demographic is, as mentioned above, they comprise of people who may not be interested in another “Overwatch clone” or are not interested in Multiplayer only games altogether.

So who does that leave? I’m still trying to figure that one out.

Listen, there will always be a group out there for certain games and Lawbreakers is no different in that regard but I can’t help but wonder if releasing it so “soon” after the release of such a critically and commercially received juggernaut like Overwatch may actually hinder rather than help boost sales.

-BREAKING THE LAW/JUDAS PRIEST NINJA APPROVED-

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siarhei

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@videogameninja: it also seems to have a steep learning curve, which due to lack of time is an immediate "pass" for me

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gamingdevil800

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@videogameninja:

JESUSBREAKERS

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RicanV

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RicanV  Moderator

@finchfinch Miguel, can you speak to the differences between the PS4 and PC version a little more? Were the learning curve and restart issues that much more detrimental to warrant a point deduction or were there additional factors?

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Wiro_

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@RicanV: Well, I can't speak for the reviewer of course. But, I tried the game on PC with both a keyboard and mouse and a gamepad. And I strongly prefer keyboard and mouse. It just feels so much better and my aim is better and quicker.

I should note that on PS4 most other people will be playing with a controller. Which helps, since the others aim slower. Even though some people on PS4 play with keyboard and mouse through a (rather affordable) converter, those people tend to make the most kills.
Also, on PS4 there's aim assist. If you play with a controller on PC there's no aim assist.

But still, even taking all that into account, the game just plays soooo much better with a decent keyboard and a decent mouse on a nice mouse pad.

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RicanV

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Edited By RicanV  Moderator

@Wiro_: I used to play Q1 TDM a ton back in the day and I completely agree with the mouse/keyboard combo. I'm mostly a console player now and using a controller for an FPS is sub-par.

I was mostly wondering about any kind of technical glitches or maybe excessive loading times that warranted the score differential.

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Wiro_

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Edited By Wiro_

@RicanV: Well, once again, I can't speak for the reviewer. But on my PC, with a GTX 1070, on 1080p High settings the game runs at far above 100 fps. But since I have a 60 Hz monitor I've capped it to 75 fps using the in-game option for that. The game is really smooth and stutter-free.

On PS4, at launch day, everyone had terrible stutters. Horrible stutters which really impacted gameplay. Luckily, this was solved very quickly by the developers. This issue was patched a couple days before GameSpot published their PS4 review. But the patched game on PS4 still has a quite variable framerate. You can check out Digital Foundry's analysis of this on YouTube (the video is called [4K] Lawbreakers PS4/Pro vs PC Graphics Comparison + Frame-Rate Test). Basically, when there's not much going on in screen you get 60 fps. But in busy and big fights the framerate can drop to even below 30 fps. And in slightly less big fights you will get 40-50 fps on PS4. Digital Foundry also noted visible and annoying stutters/hitching from time to time when the framerate dropped. Also, the PS4 doesn't output the game at a native 1080p, it's only 900p. Therefore things look a bit soft.

If you get a better experience on the PC of course depends on your hardware. If you have an old PC or weak hardware I would go for the PS4 version. But if you have recent hardware which is suitable for gaming you're probably much better of on PC. A build around an affordable i5-processor and a GTX 1060 runs the game far superior than a PS4. Digital Foundry reports for a GTX 1060 that the game runs at 80-100 fps on 1080p Ultra settings (without hitches or stuttering).

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BDRTFM

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Edited By BDRTFM

Yeah, CliffyB can take his game and shove it someplace very inconvenient. I lost all respect for the turd when he called Xbox gamers (the people who made his career and his wealth) salty Xbox fanboys because, heaven forbid, they were upset about him skipping the Xbox console for this game. So for being a d1ck, I won't be getting the PS4 or PC version. Nor will I get the Xbox version if the jackazz ever gets around to making one. Not that I'm delusional enough to think he gives a rats azz. Everyone I know who've tried it says people aren't missing much anyway. Just another generic shooter with a few stolen gimmicks.

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BigGamerDude

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@bdrtfm: do you even know the reason why?

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BDRTFM

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Edited By BDRTFM

@biggamerdude: Reason why what? He's skipping Xbox? I know the reasons he gave. Whether or not they're true is anyone's guess. And the reason why is irrelevant, it's how he's treating his, I guess you could call them his ex-fanbase now since nobody wants anything to do with him anymore. You don't call millions of console gamers salty fanboys when your job is to sell video games. He's always been shitty at PR. He should shut the hell up and let the PR department speak for him.

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SirNormanislost

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@bdrtfm: would probably help your case if you weren't here being salty about it

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BDRTFM

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@SirNormanislost: Hey man, if you don't mind being called names simply for your existence, good for your. Some of us tend to push back when being pushed.

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BigGamerDude

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@bdrtfm: i appreciate his honesty. Because you are being a salty fanboy. They already said that an xbox version will come if they sell enough and can make enough for a port.

So just wait.

ROTR was a year long wait.

DR4 is going to be a long wait. Hell xbox timed exclusives are plentiful, and everyone else waits to play those.

If people were genuinely asking and being normal about it, Id get your annoyance. But when youre being constantly poked at about it, I dont blame him for calling the people who did it salty fanboys. Could have worded it better, but in the end, you're proving it right by being so toxic.

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BigGamerDude

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good review. I actually agree with the cons, except the lack of deathmatch. I dont think every shooter needs that, like OW or tf2. LB is fine without it, but a 7 is still what i would give it and yeah, the art style does suck.

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