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Will REMATCH survive much longer without crossplay features?

After only a few days of closed beta testing, I knew I’d be hooked on REMATCH. I paid £29.99 ($39.99) for three days of advanced access to this “Rocket League without cars” title before its proper launch in June. Yes, it’s a silly way to describe five-a-side football, but it was always the easiest way to pitch this simplified version of the beautiful game, and it makes sense when you see it in action.

REMATCH (yes, in all caps) came from a small team at Sloclap, the French developers behind the brilliant cinematic beat-’em-up Sifu and an even earlier martial arts-themed online fighter, Absolver. So, it’s not as though multiplayer netcode was ever a completely alien concept, but adding Rematch to Xbox and PC Game Pass gave its exposure a shot in the arm and a rise in popularity.

Still, even with a similar jumping-off point as Rocket League — its spiritual predecessor — REMATCH has exhibited a continuous downward trend, both in its player count and its reputation among the community. To be fair to its development team, the game is technically in “Season 0”, acting more as a precursor for what’s to come, but there are unsettling trends and a missing feature on a roadmap that feels too distant.

Microtransactions pay the server bills, but premium cosmetics feel somewhat egregious in a paid game that isn’t quite feature-complete. (Image credit: Windows Central)

To be crystal clear: I don’t want to join the insufferable bandwagon-jumpers who cry “dead game” at any title that drops off from its initial peak. There’s plenty of evidence to show how social media and livestreaming can have an effect on indies during their initial launch window — it’s whether or not the developers can harness that hype and wrangle it into long-term success that counts.



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