There’s a skatepark where you can muck about in and chat with friends, along with the occasional challenge, and special matches bend the rules for new ways to play, but I’m just not seeing where the longevity is. I’m just not sure how players will feel about the cost of certain items because they seemed pretty pricey.įor now, Roller Champions is going to impress players in the early stages, but as time goes on, I’m not sure how diverse the experience will be to make players sink hours upon hours into it. While the initial customisation is pretty bare bones, the items in the store and on the roller pass look snazzy. Like every game operating in a free-to-play environment, there has to be a big player base to make it work. There’s a Roller Pass that rewards players with cosmetic items, and challenges exist to reward you with in-game currency to spend on personalising your skater. So far, it feels as though Ubisoft are committed to making it a success. I’m sure many will appreciate the initial few hours unlocking new matches and customisable items, but the long haul is where it needs to be strong. Roller Champions is set to be a free-to-play title, and at present, there’s not a lot there to keep players playing. The controls are simple, and this helped me to focus on my tactics. I got just as much pleasure as passing to a teammate who was open and ready to shoot as I did scoring. Passing down the track, dodging and weaving through oncoming lunges at you, and jumping over potential blocks feels amazing when done correctly. Scoring a single point is good and all, but hitting those threes and fives is a thrill, especially when your team works in unison to avoid being denied. When all players are on the same page, the competitive edge of Roller Champions is magnificent. Yeah, it’s frustrating as you just miss out on a 5-point scoring shot, but intercepting the opposition a millisecond before they do the same is as satisfying as it gets. On paper, all you need to do is score five points to win (or get more points than the opposition within the seven-minute time limit), however, games can be nail-biting and genuinely exciting. When your team is in perfect synergy (or your chatting and playing with mates), games can last a surprising amount of time. Thrilling at timesĭespite players constantly tackling in certain games, there were plenty of matches that rivalled the thrill of a tense game of football or basketball. It was frustrating and often unnecessary, but how do you police that as a developer? It’s not a dig at Ubi, or even their fault, but it feels like there needs to be a way to mitigate this. Tripping someone over feels so satisfying, but I found far too many players abusing it, even when I was without the ball.
You’re not bound to going the same direction, so if you’re without the ball, you can go the opposite way and try to knock the carrier over. Skating around the oval normally gives you a fair amount of speed, but you can pump to pick up some serious distance between you and your opponents. While the simplicity of the rules aren’t going to confuse you, it’s about how you choose to play that boosts the excitement. It adds a nice element of risk and reward, but the frustration of getting hit is a constant thorn in your side, and ultimately for me, sullied the experience. However, if you choose not to shoot and continue circling the track without losing possession, you’ll get the chance to score three points, then five. Skating anti-clockwise around the track and passing through concurrent checkpoints will open up the hoop for you to score a single point, and if you score, you’re on your way to victory. The main premise of Roller Champions is playing 3v3 around a single track, trying to put a ball through a hoop. It’s not perfect, and there are definite frustrations, but it could be a strong online multiplayer if it’s supported right.
Although it was an almost identical experience, I still enjoyed playing.
The gameplay has been refined, as has controlling your skater, but the core structure remains the same. I didn’t play for long, but the main takeaway was Ubisoft wanted to create a simple yet fun game that rewarded teamwork. It’s been a little over a year since I tried Roller Champions for the first time.