


If near a player on your team, you can also draft them to build even more speed in this, teamwork isn’t just something you do on the offensive, but all throughout proceedings. You can move your left stick forward to gain some speed, but you’ll gain even more by jumping or angling up and down the sides of the arena to build momentum holding RT to pump when you’ve picked up some speed adds even more. Player controls are similarly easy to learn, though practice will be needed to use effectively. When control of the ball changes to the other team, they swap objectives. The other team, of course, is tasked to stop those laps before they’re completed, using tackles and jumps to either take or intercept the ball as it moves with opponents. Teams can take a risk and complete two laps of an arena for a three-point goal, or even three laps for a single game-winning, session-ending five-point goal. To score, a team will need to complete a lap of an arena - with numbered gates clearly indicating where one is in that endeavour - before going for a shot on a singular goal. Its premise is rather simple: teams of three will compete against one another to get to five points first. After a weekend with the title, we’re ready toss around its pros and cons. Instead, this attempt does away with guns altogether and embraces the sport of roller derby. Roller Championsis the latest free-to-play initiative from Ubisoft, one that’s less about a new spin on a shooty-shooty battle royale ( Hyper Scape) or a misappropriation of a franchise that mightn’t fit ( Ghost Recon Frontline).
