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I spent about 10 hours over the weekend playing the beta for Concord. Initially, this beta was meant for pre-orders, but Sony opened it up to PS+ members at the last minute. This last-minute decision hints at soft pre-order numbers, supported by the low player numbers seen on Steam.
When Concord was revealed during Sony's most recent State of Play, the response was overwhelmingly negative. The game's cinematic trailer felt like a derivative of "Guardians of the Galaxy," failing to offer anything particularly unique, especially when it was revealed as another hero shooter—a genre many feel has been played out.
During the beta, Concord peaked with just 1,124 players on Steam. This low number is especially stark when considering that pre-orders came with multiple beta codes to share. The low turnout reflects the game's soft pre-order numbers and poor reception since its reveal.
While the overall reception has been lukewarm, Concord does have some strengths. It's backed by Sony's purchase of Firewalk Studios, which speaks to the game's potential. Made by veterans of Call of Duty, Halo, and Destiny, Concord shows strong core mechanics and innovative class kits, many of which borrow concepts from Destiny. These aspects make Concord compelling—up to a point.
However, the game does little to distinguish itself in terms of visuals, level design, game modes, progression, or monetization. Charging $ 40 for a game that many people expect should be free-to-play only adds to the hesitance.
The gameplay mechanics are solid, and the innovative class kits are refreshing. Despite that, the rest of the package doesn't stand out. The progression system is slow and dull, focusing on generic cosmetics. Some systems, like the character selection variant and team loadout system, feel unfinished and convoluted.
Concord plans to deliver weekly story drops, adding a narrative layer intended to draw players back consistently. While some of the story elements and animations are well-done, I'm skeptical that weekly story drops in a hero shooter can maintain interest, especially considering the high cost of producing these cut scenes.
Concord offers a variety of PvP modes, ranging from Team Deathmatch to bomb-defusal game types. While these modes cover a broad spectrum of gameplay styles, they lack originality and distinction. The level designs are also functional but bland, offering nothing to stand out from competitors like Overwatch or Destiny 2.
One of the game's key strengths is its diverse and well-designed character kits. Each of the 16 Heroes feels unique and fun to play, offering a mix of generic versus specialized class designs. The absence of ultimate abilities, however, is notable and impacts the pacing and dynamics of matches.
Concord uses a system called "variant knockout" in competitive modes, which prevents players from playing the same hero variant if they won the previous round with that variant. While this aims for balance, it limits player choice, making it less fun. Additionally, the role passive buff system and complex character selection mechanics add unnecessary convoluted layers to the game.
Technically, the game performs well, with excellent sound design and solid core mechanics. However, elements like the unfinished lever penalty system and significant balance issues suggest Concord isn’t ready for its upcoming launch.
Concord is poised to be another cautionary tale in the live service genre. It feels underbaked and overpriced at $ 40, especially when competing against well-established, free-to-play hero shooters. Unless Firewalk Studios can address these concerns quickly, Concord's future looks bleak.
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