Inversion’s Multiplayer Doesn’t Click

Maybe there were too many expectations for a B-level Gears of War knock-off. Say what you will about the glut of shooters on the market, but there has been a summer drought as of late, or rather a drought of something new. I had hopes in Max Payne 3 which didn’t quite pan out -although for different reasons than one would expect- so onto Inversion.

While single player would bore me to tears and the difficulty was structured to go completely against the third-person mechanics, multiplayer had hope. After all, it’s a game revolved around gravity. Using a backpack that holds the power to either increase or lower gravity, players can hinder their opponents motion with just the flick of a bumper. Awesome.

Except not really. Delving into matchmaking revealed a miniscule community even late into the post-launch weekend period, one that didn’t seem to grasp what the gravity could do. Actually, scratch that. I think they understood it perfectly. Inversion’s versus play is broken. Part of it stems from the inordinate accuracy accomplished from blind fire. Most of the time, you’re better off just hugging a wall and pulling the trigger as someone charges you. Because the gravity effects (oddly) won’t affect base objects, you’re safe in cover unless the shot catches the right spot. The person trying to use gravity? They’re fodder. You can’t blind fire glowy gravity beams.

So, it turns into a shooter. That’s it. All of that potential is thrown to the wayside, squandered because of all the potential held in the idea of gravity control (pulling down entire environments using the hearty destruction engine, making platforms float to alter the level) isn’t given the attention deserved. Instead, you shoot someone with a beam, they lose their ability to move (either floating in the air or stuck to the ground), and you’re done. How not thrilling. It’s not so much skill as it is the one who becomes the most disoriented in the mess of gravity spikes dies.

Ah well. What’s next?

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