Play Station Official Magazine - UK (2019-12)

(Antfer) #1

032


BOUNDARY


Onesmallstepforonlineshooters


tolatchontoa station’shullandzip
tocover,releasingearlyanddirecting
ata tangentseesuszippastthesafe
spotfora tacticalboost.Similarlythe
zero-Genvironmentcanbeharnessed
innewcreativeways:needingtoget
a suit-sealingmedikittoa teammate
withoutleavingcover,weattachit to
anairgunandfireit tothem.

MOONSHOT
Whatreallyaddsa freshlayerof
strategyarethemapenvironments.
Eachis basedarounda spacestation,
andfeaturesmazesofabandoned
containers,metalframework,and
gleamingsolarpanelling.Atfirstwe’re
desperatetofindnooksandcrannies
tohidein,butthisCOD-ismsoon
escapesusasweembracethethree
dimensionsspace-basedcombat
offers. We blast bullets into a solar
panel, shattering it and sending shards
of metal and glass sailing outwards,
handy for clouding our position when
spotted but also leaving a gap we can
boost through and escape.
Even in our short hands-on with
this preview build we’re constantly
discovering new ways to play – and
the addition of motion controller
aiming makes every tracked kill feel
natural. Sharp in its core conceit,
Boundary should be in your orbit.

FORMATPS4/ETA 2020 /PUBHUYA,SURGICALSCALPELS/DEVSURGICALSCALPELS

FACTRICK


Therewillbesixclasses
atlaunch,andeachhas
a uniquespecialability
tomaster.

1.CLASSSIZE

The team is a mere 20 devs,
but they’ve foundtimeto
getthegamerunning
in PSVRtoo.

2.TINYTEAM

Customisationis a bigdeal,
with decals andsuitson
offer. We lovethehelmet-
mounted unicornhorn.

3.UNICORNY?

Above The maps are
impressive when moving,
and one location’s lighting
changes dynamically as you
rotate the Earth, and the sun
sets and rises.

“WE’RE GLIDING IN


THREE DIMENSIONS



  • THERE’S NO UP


OR DOWN.”


The real- world aesthetic
ensures this space-bound
shooter has a refreshing
art direction.

We had a taste of zero-gravity
gunplay in Call Of Duty: Infinite
Warfare, but it always felt limited.
That it’s taken three years for
a dev to chew on the problem
of transferring full space-based
first-person shooting into a workable multiplayer
experience suggests it’s no simple feat. But
Surgical Scalpels has done just that.

The premise is simple: two teams shoot it out
amid the floating debris of various space stations
orbiting our blue planet. The final game will feature
around six modes, but for our hands-on
we’re gunslinging in zero-G in 2v2 team
deathmatch. On release Boundary will
support 5v5 in all modes.
What impresses from the get-go is the
ease with which we slip into the rhythm
of the action. We’re spinning and gliding
in three dimensions, rotating the screen to
achieve a perfect line of sight on an enemy


  • there’s no up or down, just space – and
    at no point do we feel out of control. Far
    from it; the controls ape Call Of Duty so
    we’re immediately zoned in. Jump and duck
    are replaced with up and down, shoulder
    buttons rotate the screen, while ‘run’ boosts
    forwards. Boundary is instinctive.
    That’s not to say it’s as simple as Call Of
    Duty in a spacesuit, as the game has its own tactical
    rules to master. Gadgets such as EMP projectiles
    will fry a suit’s systems, stalling them and leaving
    us floating helplessly. While the grapple enables us

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