ShootMania Storm Pro Reviews
Average Review Score: /10
ShootMania Storm Reviews5
|website||score||publish date||article quality|
|Computer and Video Games||7.6/10||Apr 16 '13|
|Games Radar||/10||Apr 16 '13|
|GameSpot||7.5/10||Apr 19 '13|
|NowGamer||8.5/10||Apr 10 '13|
|Strategy Informer||6.5/10||Dec 31 '69|
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ShootMania Storm Previews
|website||publish date||article rating|
|Games Radar||Dec 13 '12|
|Games Radar||Aug 15 '12|
|GameSpot||Jun 19 '12|
|NowGamer||Aug 03 '12|
|Worthplaying||Dec 21 '12|
|» Submit a preview link|
Quoted from ShootMania Storm Reviews:Check out these quotes from ShootMania Storm reviews & previews
" ShootMania Storm doesn’t offer fancy weapons or features today’s FPS games offer, so is it a shooter you’d want to play? Find out in our review…"
"ShootMania Storm's sleek action is an invigorating return to the days of speedy, purely skill-based shooters. "
" Remember the good old days of Quake and Unreal Tournament multiplayer? Then you'll want to try ShootMania Storm. Find out why in our review.Call Of Duty is a bastard, and if you have even a slight fondness thinking about classic Unreal or Quake then you’ll likely feel the same. Twitch shooters are no more, the closest equivalent now filled with perks, killstreaks, KDR obsessives and far too many whiny school kids that shouldn’t even be playing it. So if you do recall hard-won battles in Quake or rocket jumps in Unreal Tournament then you should also consider ShootMania Storm: the twitch shooter is back. There’s a finely-honed simplicity to ShootMania Storm’s gameplay. Though the maps may change, the underlying mechanics tying all together couldn’t be much simpler. Left-click to shoot, space to jump. That’s practically it. As any fan of twitch shooters will know, winning isn’t about who shoots first (a la Call Of Duty) and nor is the victor the one who claims an advantage (a la Battlefield). The winner of a ShootMania Storm one on one is the player who is most in tune with their prescience, that uncanny ability to predict an opposing player’s movement even before they’ve moved. And in that sense ShootMania Storm is one of the most intense, most involving, most dramatic multiplayer shooters of recent times. The Simplicity Of ShootMania Part of this is the bespoke mode titled Storm. This is your starting point for ShootMania, the equivalent to Call Of Duty’s Team Deathmatch. It’s fairly original too, well as far as multiplayer shooters go. The match begins with up to 16 players in a free-for-all as they barrel towards the centre of the map. Here is a single beacon, the objective being to reach it first, claim it as your own and score a handful of extra points as a one-time reward. Of course everyone aims to do the same, resulting in a fairly mad dash into the centre and an equally frenetic battle once you’re there. After being captured, the beacon is practically useless. However, with its point reward claimed the beacon then summons the ‘OffZone’, a tornado whose eye becomes increasingly narrow until the remaining players are huddled around the beacon with nowhere else to run. Trapped here with your back against the wall (or tornado, even), you’re forced into a standoff of sorts as you and any remaining players duke it out for victory. You’ll resort to single-steps, carefully-timed jumps and that feeling in the pit of your stomach that tells you your next shot is the most important moment of your life. That’s ShootMania Storm, and it’s brilliant. The Glory Days Of Unreal And Quake It’s clear that Nadeo has spent a long time properly balancing ShootMania Storm, even if its simplicity does belie the obvious depth here. Though there are three main weapons to choose from, your primary tool will be a sort of quick-burst pulse. Reminiscent of rocket launchers in Unreal Tournament, the trick is pre-empting movement. You don’t have health, however, but a number of ‘shields’. At most you’ll have three, and get tagged this amount of times and you’re out. With Storm you’ll respawn as long as the OffZone isn’t active, while in others it’s a brief countdown before your back in the game. As you improve your shield count decreases; play well and you’ll be reduced to one-shot kills and that’s when ShootMania becomes really tense. The tricky part is figuring out which enemies have extra shields and which don’t. The game moves so quick you won’t always witness a connecting shot, so you’re reliant on the point marker indicating a striking shot to inform you of your success. As such, it can be a pain to quickly get vanquished by a player you had presumed dead. Other weapons include a slow, proximity mine style cannon and an instant-shot Railgun equivalent. These are only active once you’re on certain panels though, and it can be jarring when switching so quickly. Speed And Precision In ShootMania Where multiplayer in most twitch shooters is heavily-focused on power control – namely ensuring you have access to a health boost or special weapon before anyone else – ShootMania Storm doesn’t. In many ways its barebones and, in that simplicity, it might be a little off-putting to those who still play Quake and Unreal Tournament. But it just means there’s nothing to confuse. You win or you die based on skill, and not on a player’s ability to mark particular zones. With that said, bunny hopping is an equally important tactic in these games, and it’s here where ShootMania Storm muddies the water a little. While different panels can switch weapons, they can also switch your abilities. Specified strips of terrain will turn to sprint mode: here the space button will cause your character to increase in speed rather than jump. Momentum is a considerable part of ShootMania Storm and figuring out not only how to increase your speed but how to maintain it will prove the distinguishing feature between the different levels of players. But well-timed jumps is just as important, and it can be hugely annoying when – in the midst of a strafing battle with an enemy – your jump button suddenly doesn’t work. ShootMania's Different Maps And Modes The addition of these strips are great and well suited to the fast-paced game that ShootMania Storm is, but using it to turn off the jump button that is ever so important to these games seems like a backwards-step. Inevitably you’ll learn the maps and know when and where to counteract this issue, but that in itself is a problem. You shouldn’t have to. Speaking of maps, it’s probably worth noting that ShootMania’s collection of pre-made maps aren’t anything to get excited about. Storm Mode in particular suffers of very similar maps, though a handful do seem keenly built for high-level playing. It’s in the other modes where the map design proves a little more interesting. Battle Mode is a Capture The Base type set up, with teams taking it in turns to overrun a set of beacons that need to be captured. It’s a brilliant mode and an entertaining shift from Storm, but the maps are open to a little more variety than Storm – which as a mode is entirely dependant on the centre of a map. That’s where custom maps come in. As with TrackMania, the map creation tools of ShootMania are in equal parts simple and confusing. Crafting a perfect, battle ready map will take a long while of tweaking, testing and tweaking again. But it’s still just tile-based. For the sake of making its map creation tools accessible, Nadeo has once again resorted to using a series of tiles to build its map. It’s awkwardly inflexible as a result, meaning a lot of the maps you create will end up similar without you even intending to. Map Creation In ShootMania This is where the community comes in and though it has been proven with TrackMania it’s hard to really ascertain with ShootMania. Of the user-made maps we played many of them were enjoyable, well put together and designed to an eSports level of consideration. But watching these games through the eyes of our allies (after invariably getting disintegrated) it was clear that this form of map creation meant that almost always there will be an exploit somewhere. Time will tell whether ShootMania’s map creation tools will prove as popular as TrackMania, but we certainly hope so – Nadeo’s pre-made maps don’t offer quite enough variety to return to over and over again. It’s unlikely that ShootMania Storm will appeal to everyone. The audience surrounding dedicated twitch shooters has long since waned, and that’s a shame because it means many will miss out on some epic multiplayer moments here. What is interesting is that this likely isn’t the final product, either. Even during our review ShootMania Storm was updated to include a new mode, a new weapon and new tilesets for creation. At it’s core this is reminiscent of the glory days of skill-based shooters, and we urge anyone who thinks themselves a dab hand at Call Of Duty to pit themselves against the best in ShootMania Storm. You will get decimated. The twitch shooter is back, and it's time you got involved. Version tested: PC"
" Can Nadeo repeat the success of TrackMania in the FPS scene? Find out in our latest ShootMania preview.Way before recharging health, last stand perks and gravity guns, there was a time when the PC FPS scene was about firing without reloading, rocket jumps to anywhere and vaporising the opposition rather than filling them with different sized pieces of lead. It was a gaming-era when the allure of the online deathmatch wasn’t in unlocking customisation parts for your favourite firearm but instead in sprinting across the map while lining up one-shot-kills in an instagib showdown. This is the type of multiplayer experience that Nadeo, the studio behind the excellent TrackMania series, is trying to rekindle. As the first of three planned instalments that will be set in different environments, ShootMania Storm is a multiplayer-only FPS that’s focused entirely on the act of running, jumping and gunning your way to victory. There are no classes or character customisation options to mull over – aside from adjusting the look of your back-mounted shield – and if the beta is any reflection of the final product, then the only guns you need master are a quick firing rocket launcher that has minimal splash damage, a sticky grenade launcher that equips automatically whenever you go underground and a laser that functions as a railgun. You don’t even have to worry about health or ammo pickups. Your gun automatically recharges when left alone for a few seconds and if you take two hits from a rocket or one glance from a laser, you’ll disintegrate before respawning back in the action. Some of the map creations are quite impressive. This is the fundamental premise of the free-for-all Melee mode; where the winner is determined by the most hits scored rather than out-and-out kills. But with eight official modes to choose from in addition to a comprehensive map editor, ShootMania lets you tailor the action without the need for prior modding experience. The simple map editor offers a basic Lego-style setup where you choose from a range of structures that neatly click together, whereas for players who like to build battlefields with a touch that’s more personal, the Advanced map editor starts you off with a variety of terrain editing tools and a blank canvas. It’s an elegant system that builds upon the community nurturing focus of TrackMania, and although the beta was lacking the full range of map components for obvious reasons, it’ll be interesting to see what proves popular and what doesn’t when the full game finally releases. What we can say with some certainty, however, is that ShootMania is designed to be “e-Sports friendly” from the ground up. In particular, the Elite game mode pits one attacker armed with a laser and three armour points against three defenders equipped with rocket launchers. Both sides can win by wiping out the opposition while the attacker can steal victory by capturing a flag post. It’s an easy mode to spectate as each game lasts exactly six rounds; each round lasts no longer than a minute; and the only character you need to focus on is the trigger happy attacker. One of the community-created modes, called Sabotage, plays homage to Defuse in Counter-Strike and Search and Destroy in Call of Duty. But while Elite is all about the three-on-three skirmishes, ShootMania can theoretically support up to 255 players on a single server. Given the limitations of modern bandwidth, its unlikely this lofty figure will be reached anytime soon, but as a reflection of Nadeo’s open-ended and forward-thinking approach to FPS development, it’s clear that ShootMania is built with longevity in mind. We even got to play one match that hemmed us in with 70 other opponents on a player-created map. Suffice to say that dodging the ceaseless barrage of rocket fire was akin to playing Gradius from a cockpit perspective. As it stands, ShootMania is shaping up to be a bouncy FPS that’s refreshingly light on gimmicks. There’s no single player element outside of making new maps, no onscreen gun to wave around menacingly and no fancy reload animations. It’s just you, a hovering pair of crosshairs and a map full of online mouse warriors who want to vaporise each other with purple rockets and red lightning bolts."
"Shootmania Storm combines the creativity of the Trackmania series with a traditional FPS experience, so does it stack up to the competition?"