Cliff Bleszinski’s LawBreakers: A shooter inspired by sports, not video games – Ars Technica



On paper, a description of LawBreakers—the next game from ex-Epic and Gears of War developer Cliff Bleszinski—sounds niche at best, stale at worst.

“An exhilarating role-based first-person shooter where the laws of physics can be shattered, creating unprecedented gravity-based combat in an ever-evolving bloody arena,” reads LawBreakers’ Steam page, sounding like something aimed at teenage boys with a penchant for the SyFy channel and a simple understanding of base adjectives.

Delve deeper, though, and it’s clear that LawBreakers is a game that the hyperbolic ad-speak fails to do justice to. As with the likes of basketball, baseball, and other successful sports, the entertainment factor doesn’t come from a dry description of the rules—and let’s face it, baseball sounds incredibly boring on paper—but from the presentation and minute details of the sport.

That LawBreakers is best described as a sport, rather than a videogame, is no accident. Bleszinski—one of the few legitimate videogame personalities of today—made a name for himself with big guns and bloody battles in the likes of Gears of War and Unreal Tournament. And yet it’s Boston-based sports teams, rather than shooters, that serve as his inspiration.

“Boston sports fans are very passionate, to the point of being insufferable,” Bleszinski grins. “Growing up it was one of those situations where I would be in the car with my dad and we’d always have the Red Sox or the Celtics on the radio, or we’d be home watching the Patriots play. Sports like those [baseball, basketball, American football] have been around for years, and their rules are so tight that they often end with a lot of drama.”

It’s the drama that caught, and still catches, Bleszinski’s attention—and it has very much found its way into LawBreakers. The presentation draws players in, but it’s a more sophisticated understanding of the rules that keeps them coming back for more.

“Watching people play LawBreakers for the first time is interesting because you can see that they pick up on the game type and the class system relatively quickly,” explains Bleszinski, “perhaps after just one or two sessions. It’s important to keep it deep, though, and that way people have something to learn. Either that or someone will make a YouTube video that helps them.”

One of LawBreakers’ modes—the only one I got to play—exemplifies this approach. “Battery” sees two teams battle for possession of a battery (read: ball) that they must return to their base (read: goal). Keep the ball in the goal long enough and you score a point. Score two points and your team wins.

It’s a very simple idea, but the drama comes from the finer rules. Once the battery is inside a base, players need to wait for a gauge to reach 100 percent, which takes a not-insignificant length of time. Thus, the opposition has plenty of chances to attack before the point is scored. This is made all the more dramatic by the fact that bases have many entrance points and that players are free to change class whenever they die. This means that each wave of attack carries a very real chance of looking nothing like the previous one.

Given that the classes range from characters that pack huge firepower and daunting health bars, to melee-focused blade-bearers who also carry a grappling hook, the safest tactic is often not to prepare too rigidly for any particular eventuality.

Then there’s the cooldown timer that appears once the battery gauge hits 100 percent, giving the opposition a final 20 seconds to try to snatch the points away. There’s also the second cooldown timer, known as the shield, to worry about. The shield is activated when a player is killed and drops the battery and prevents the opposing team from picking it back up immediately. Instead, the attacking team is forced to protect it for a few seconds until the shield disappears and they can scoop it up themselves. The idea is that every turnover must be earned.

“When you add a clock, you’ve instantly created suspense,” Bleszinski tells me, “so we’ve got a clock that counts up, and when it gets to the end the music starts swelling up and everyone starts, you know…”—getting excited, presumably.

“Before you get to around the 75 percent finished mark in Battery mode you see people going to the base and trying to hold it down, and it feels a bit like team deathmatch. When it gets down to the wire though, people start thinking about how much time they have left, what class they’re going to play, how they’re going to stack their team and that kind of thing. There’s the old saying from Yogi Bear: it ain’t over ’til it’s over.”