![]() The intent is to add an element of skill that separates experienced players from the inexperienced by rewarding a perfect release with an extra point, but the animations just aren’t consistent or readable enough. The timing-based shooting mechanic is another element that does not quite fit this style of game. It feels bad to lose completely randomly like that. The problem is some power-ups are much better than others, and the system can come off feeling unbalanced when your opponent gets the equivalent of the blue shell and makes a shot worth 12 points. For example, you build up a meter by doing things like throwing alley-oops and blocking shots to get a random power-up, like in Mario Kart. Some things felt unfair or difficult to read.īut in that same way, the more I got into Playgrounds, the more I noticed some things that felt unfair or difficult to read. This pace and timing is something I only started to truly get a feel for after multiple hours of play time, adding some level of depth. It’s not so much about darting up and down the court to get power-ups, but rather about timing a crossover to coincide with when your opponent reaches for a steal or throwing a timely elbow to clear some space before going up for a three-point shot. ![]() Its pace of play is slower than something like NBA Jam, but it works for Playgrounds.
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