Crudely speaking, this is Call of Duty in
zero-G—two teams of five pick loadouts,
jump into a map, and shoot at each other
a bunch... in space. But over the course of
my hands-on, I’m delighted to find that the
setting is far more than just a gimmick.
A generous jetpack allows for all
the freedom of realistic zero-G
movement without any of its
frustrating limitations. Where the
Outer Wilds earlier this year revelled
in the humor and challenge of struggling
against physics, Boundary is more
interested in the possibilities unrestricted
3D movement opens up.
SHOOT FOR THE MOON
Your controls are all grounded in the
familiar. You’re free to move forward, back,
left, and right as normal. To move up, you
press space, as if jumping. To move down,
you press ctrl, as if crouching. You can
even ‘sprint’—actually a little jet boost—for
quick remaneuvering. The only unusual
thing is the ability to spin your body left or
right, allowing you to turn upside-down—
or, rather, to recognize that upside-
downness is relative.
You’re a little cumbersome, but in a
way that’s convincing rather than
annoying—you feel like an astronaut. And
the resulting game isn’t one where speed,
or even a quick aim, are always king.
Because anyone can be anywhere,
there’s a huge emphasis on sightlines.
Hide between chunks of floating
space-station, and you’re relatively safe,
but you’ll struggle to find enemies. Fly out
into the emptier space around the edges
of the map, and you gain a fantastic view
of the action, but you’re also a sitting duck.
Each bullet is modelled with accurate
physics, but in space there’s no bullet
drop, so there’s little safety gained from
distance. Anyone you can see, you can
snipe, even with a lowly pistol. So the trick
is in knowing when to prioritize vision or
cover—and figuring out what cover even is
when enemies can be above and below.
The maps play around with this core
idea brilliantly. One is divided by a huge
field of solar panels, obscuring one half of
the map from the other. But with the
environment being destructible, you can
shoot out segments to create openings to
peek through. In one match I stalk from
‘below’ before bursting up in
ambush—one of the devs identifies it
as “playing like a submarine”.
The emphasis is firmly on
strategy over reflexes, and it’s a
wonderfully mind-bending kind of
strategy. Understanding not only where
you should be at any given moment—and
even which way up you should be—but
also where enemies likely are is a constant
challenge, with a real rush to cracking it.
I’m rubbish at shooters normally, but in
this strange, slightly slower world (or lack
of world), I find myself ruthlessly efficient.
As I hunt around spinning stations, I feel
like some kind of horrible space shark, a
zero-G predator out-maneuvering my prey
until they quite literally don’t know which
way is up. It’s hugely satisfying.
So ‘Call of Duty in zero-G’ is apt, but it
turns out removing one of the essential
forces of the universe from the equation
makes more of a difference than you
might expect. While the gunplay is nothing
new, it’s entirely recontextualized by the
movement and the areas you’re
traversing—and the result is the most
compelling multiplayer game I’ve played
all year.
F
inally, a game brave enough to answer
the question on all of our lips, “What
would happen if there was a gunfight on
the International Space Station?” This
multiplayer shooter tackles its pleasingly silly
premise with a surprising seriousness, kitting out
its astronauts with plausible near-future tech and
maintaining a clean, NASA-appropriate aesthetic.
A multiplayer shooter that thinks
in 360 degrees
BOUNDARY
AS I HUNT AROUND SPINNING
STATIONS, I FEEL LIKE A
HORRIBLE SPACE SHARK
RELEASE
Spring 2020
DEVELOPER
Surgical Scalpels
PUBLISHER
In-house
LINK
surgicalscalpels.com
NEED TO KNOW
PLAYED
IT
Cosmetics and loadouts can
be customized extensively.
Boundary
PREVIEW