HYPER SCAPE NEEDS A LOT OF WORK
Insane in the membrane.       


REVIEW

By JAY TEE
18/08/20
Reviewed on PS4 Pro.

Cool people kneel down.

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Hyper Scape is an anomaly of sorts, sandwiched between the heroic abilities of Apex Legends, and the aesthetic of a trippy Watch Dogs side quest. As a battle royale, it’s bringing plenty of novel ideas to the table; a seize the crown win mechanic, more generous respawning, and even active participation for eliminated squad mates. So why does it all feel a bit naff?

The over reliance on jumping and verticality to win firefights is to blame for me, which means you’ll be hopping around like Conker the squirrel on a bender if you want any chance of coming out on top. So much has been made of the control responsiveness, and default look sensitivity, but even with those settings cranked, the action is far too difficult to keep track of. It’s like you’re fighting inside a Paul Greengrass Bourne movie, where the cameraman has chronic Parkinson’s.

Being able to bounce around as an oversized ball bearing is amusing for a spell, but the remaining abilities on offer are either nothing new or painfully unbalanced. The invincibility perk, for example, works like Armour Lock from Halo: Reach (which, of course, no-one hated and was universally well received). The one tiny difference here is you can move around, and shoot, and basically do everything except die. And that’s incredibly stupid.

There’s a fair bit here that works though, which only serves to amplify design choices that frustrate more than entertain. The visual design is sharp, with neat weapon swap animations that made me switch guns multiple times unnecessarily just to see them play out again. Graphically it’s simple, but that works given the intensity of the action.  

But then you’re slapped around with eye roll worthy quirks that simply shouldn’t be there. The excessive need to have a completely full lobby before launching a round leaves you flailing around the pre game arena doing parkour to amuse yourself. Hit detection doesn’t feel consistent enough, and the time to kill in some instances is far too high, especially when silly pickups are thrown in to the mix.

It has a cool name with some neat Twitch integration. But there’s a lot more that Hyper Scape needs to address before it’s going to dethrone the big boys.


At the bottom of some of our articles, you’ll see a series of absurd looking images (with equally stupid, in joke laden names). These are the TARP badges, which represent our ‘Totally Accurate Rating Platform’. They allow us to identify specific things, recognise positive or negative aspects of a games design, and generally indulge our consistent silliness with some visual tomfoolery.  

WORTH IT?

AND

NAH.
Hyper Scape is sprinkled with some smart iteration, but it needs a lot of work to compete.

Even though the ideas are actually quite clever, they’re not enough to balance out the problems.

TARPS?

The ARENA LAMP badge is for a game with a weapon that is far too overpowered.  

The LAWBREAKERS badge is for a game that is unlikely to get long term player support. 

The ARCHER’S EXPANSE badge is for a game with large multiplayer maps / courses / levels.

The JACK CARVER badge is for a game with stereotypical or unimaginative characters.

The SET PHASERS TO SHATNER badge is for a game where lower expectations may lead to a good time.  



The THEY’VE FU**ED IT badge is for a game that really should have been so much better…


The WATER WASTE badge is for a game that is a perfect example of wasted potential.



BETTER THAN:

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