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Lawbreakers.
I swear, people wanted that game to fail because everyone thought Cliff Blezinski was too full of himself when he was advertising it. The main gripe people seemed to have with it was that it was “too much like Overwatch.” That game had less in common with Overwatch than Titanfall has in common with Apex Legends. The other most-repeated gripe was that people were fatigued with the “hero shooter” genre. Well here we are 9 years later and every “new” FPS is some new remix of a hero shooter, so obviously that wasn’t the case.
This game single-handedly convinced me that I grew up too late to experience what would have been my favorite era of multiplayer video games - the golden era of arena shooters. This game was balls-to-the-wall fast with a ridiculously high TTK in the best way possible. To win a gunfight you had to be dead-on precise with your aim while your target was slingshotting, kicksliding, or literally jetting through the sky, and the zero-G zones of the maps meant you could never predict the path they were going to follow.
The only other game that I thought ever came close to being similarly fun was Titanfall 2, but that game suffered a little from the CoD-inspired blink-and-you’ll-miss-it TTK for the pilots.
Lawbreakers never got its chance thanks to all the misguided hate. The devs and designers were incredibly talented and deserved better than for their studio to go out with the whimper that was Radical Heights
I was never enthused about the game, but I definitely hated how investors wanted every game to be a mega-hit, and anything else meant it needed to be deleted. It’d be far more healthy to leave it running on life support and see if the community ever has it bounce back.
I played Lawbreakers back then, and it was neither too much like Overwatch nor representative of the arena shooters that came before it; there wasn’t a plethora of characters to choose from like the former, and there wasn’t an even playing field with power weapons to fight for control over like the latter. The thing that baffled me about the game was its objectives design. There’s a capture the flag mode where the flag is a battery, but due to the way you have to charge it first, it renders the entire match pointless except for where the battery is when it reaches 100% charge. There’s a point capture/domination game mode where the capture points stop and start for minutes at a time, and I don’t understand the point of that either.
Sounds like you’re part of the “most people” to which the question is referring
Of course, but I only added my two cents as to it having nothing to do with wanting the game to fail or not getting its chance.