Spellbreak is making battle royale games magical
By Lance Liebl
Proletariat may have something magical on its hands with its fantasy spellcasting battle royale game, Spellbreak.
The Battle Royal genre is still going strong. Look no further than the recent Travis Scott in-game concert in Fortnite, the popularity of Call of Duty Warzone, and the fun gunplay of Apex Legends as proof of this. But there’s a new contender soaring into the BR arena – Spellbreak.
Currently in beta on PC in the Epic Game Store (free with beta key) and on PS4 (via a purchased Founders Pack), Spellbreak has you slinging spells around a fantasy-themed map filled with rolling hills and ruined castles. Looting and encroaching circles of death is where the similarities stop with Spellbreak and other battle royales.
Spellbreak has you choose one of six classes before hopping into a match. These classes represent your primary two spells. You have choices of wind, stone, toxic, ice, fire and lightning. Combinations with other spell elements present themselves in the form of gauntlets, the weapons of Spellbreak. Your left gauntlet will be two spells of an element, and your right gauntlet are your class spells. Where the magic really happens is when you cast an AOE spell of one element and an attack of another element, creating a special combination of wizardry.
You also get a movement spell: a dash, invisibility or flight… something of that nature. Armor and health can be regained via potions, you can loot better versions of the gauntlets you have, there are three armor slots, and you can read scrolls to increase your mana and attributes. There’s a lot going on, and the skill cap is high. I played five matches before I managed to kill another player. But it’s also something different than the other battle royales out there; it’s a different setting with a different style combat that I consider more in-depth than just plain shooters.
I’m having fun with my time in Spellbreak thus far, and I’m curious as to how the game evolves. From what I see in different Twitch streams and on Reddit, Spellbreak is already much different than it was in Alpha. I also feel that due to the nature of the gameplay, the map is being left behind. Combat consists of jumping very high, levitating, and flying around. In the games I’ve played, it’s uncommon for players to be fighting on the ground, where the castles provide some cool areas to fight in. With hovering and flight so prevalent, it’s a learning curve to balance the mana needed to hover and cast spells. That said, the flying mechanic is what makes Spellbreak unique. It’s just something to get used to.
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I’m also hoping this game doesn’t scare away new players. Multiple times I’ve dropped into a match and was dead within a minute, killed by a player much higher level that undoubtedly had more time in this game than me. It doesn’t exactly give me a chance to practice the game’s mechanics if I’m going up against people that have been playing since Alpha.
What’s most interesting about Spellbreak is that I feel the game might be much stronger if it wasn’t a battle royale. I’m craving for it to have other modes, like a team-based arena. The team at Proletariat has quite a road map planned for Spellbreak. They’re currently developing a new game mode, which I just stated my desire for. They’re also looking to add guilds and story to the game.
I’m going to keep playing Spellbreak because there’s something unique and captivating about it. If you’re a fan of battle royales or aiming skillshots or magic, try it out if you get a beta key.