It’s easy to mistake LawBreakers for a gritty version of Overwatch. Both games are team based competitive shooters, utilize loot and have characters that fit specific roles, but that isn’t fair to LawBreakers. In a lot of ways, LawBreakers has more in common with loadout based shooters.
Since both sides have a specific character that fulfills a role, such as medic, these can impact strategy. While it’s entirely possible to succeed with any character in any situation, every character is designed to handle a specific situation. For instance, juggernaut is great for grabbing objectives, where as assassins can quickly eliminate opponents. Now, skill and playstyle will determine how successful you’re, like a cautious player is a terrible assassin, but it’s nice to have some options.
These expand as there are a variety of modes available in the LawBreakers beta. These include overcharge, turf war, uplink and, my favorite, blitzball.
In Overcharge, teams fight for a battery that you charge in your base. Stealing the battery and bringing it to your charge station will cause it to resume from whatever it was at before. So if you steal it at 100 percent, you only need to defend it for around 20 seconds to capture it. This makes for exciting plays and allows everyone a chance to come back. On the other hand, uplink is essentially the same mode, but without the resuming feature. Instead, you have a really long counter that you need to fill. What makes it interesting is, even if you stop them with one second left, they simply need to get it back for that second to capture it. As you continue to make errors, your margin of error will decrease, until you absolutely can’t let them bring it to their base.