
Maybe if the game didn’t feel like such a free-to-play mess from the start, more people would have checked it out longer than the game or two they tried when downloading the game the week it came out. Spellbreak fans - sorry, I mean Breakers - were clamoring for some sort of team deathmatch mode since the minute the game launched. Hell, nobody was even quite sure why the game launched with a battle royale mode other than the fact that it’s what every other game does. A lot of times when I played the game, it would just crash and I had to unplug my Switch to get it to even turn off. The end-game was often extremely chaotic and laggy, too.
#SPELLBREAK MAP UPGRADE#
The equipment upgrade system was annoying, turning the first 10 minutes of any game into a scavenger hunt for items that were just strictly better if they were a better rarity. The UI was incredibly clunky, the graphics were incredibly clunky, and the gameplay was incredibly clunky. “Hey is this about some guy who’s podcast I listen to?” No, every Hard Drive article is about me.īut Spellbreak, very obviously, wasn’t perfect. It was a shining example of why a lot of people who are really good at video games hate skill-based-matchmaking - because it’s fun to be really good at something. The bots in the game were dogshit, so it was really just a game of Seek and Destroy and we terrorized. In Spellbreak, the max lobby size was 42 players. (Looking it up now: it was called the Hollow Lands.

We were champions of whatever the fuck they called the obviously-trying-to-be- Fortnite battlegrounds of Spellbreak. But when my buddy and I played Spellbreak on the Nintendo Switch at 2 in the morning? It was rare that we lost a game. Whenever I grab the helicopter in Warzone, I crash it into a building. I have won maybe two games of Fortnite ever. I’m not very good at battle royale video games. And do you know who else is playing Spellbreak at 2 a.m. Which means that we mostly played at 2 in the goddamn morning. I had just started as the first and only employee of Hard Drive and my sleep schedule was destroyed, so I played a ton of Spellbreak on the Switch with my friend when he got home from working a late shift at the hospital. Not just because I was a master of the elements, soaring through the air, raining bullets of ice and poison on my enemies, but also because it came out right at the beginning of the pandemic. What I loved about Spellbreak was that it made me feel like a god. Spellbreak may not have been the best game, but I had something like 100 hours in it, which is less than the diehards, but more than 99% of players, I really hope. In other words, Spellbreak was the second worst adaptation of Avatar: the Last Airbender after M. Ahhh, noooo, a green thing. (Source: reddit) Shoot a toxic cloud and then freeze it to make a big, useless, green thing. Shoot a path of ice and then add electricity as it melts.

Example: shoot a tornado and then light it on fire. You chose one main element at the beginning of the game and then you could pick up a secondary element somewhere on the map, often combining the powers of your two elements to make unique obstacles for your opponents.

Spellbreak was a free-to-play battle royale game that launched in 2020 where you could play as a wizard wielding two of six elemental powers (fire, earth, wind, lightning, ice, and poison). If you have no idea what I’m talking about, I’ll break it down for you. Unfortunately, the developers of Spellbreak have announced that they are shutting down the game for good in 2023. Why is it a dark day? Were they unable to find a legendary belt equipment piece to charge up with armor shards? No, no, it’s far worse than that. Today is a dark day for all Breakers, which is apparently what we call the people who play the game Spellbreak, according to a message from the development team that was posted to their blog Wednesday.
