Jumping over or dodging an enemy is far easier. Whilst outside of a vehicle, you run around the field with the option to jump over vehicles, roll and evade them, or bash your enemies, which effectively is just a dive roll knocking opponents down although this serves as a waste of time because you both have to get back up off the ground and it just distracts you from looking for a vehicle to drive. Although, having played stuff like DiRT 5, the vehicles in Destruction AllStars feel weak and kind of like a shrug, with not a lot of movement in the adaptive trigger and the Haptic Feedback barely being noticeable while driving.Ĭolliding does add some power to the Haptic Feedback, but again, it doesn’t stack up to the collision felt in other PS5 racing games and overall it gives Destruction AllStars an unsatisfying feeling like you are colliding two toy cars together and the plastic clacks when they touch. Each vehicle has a fair amount of punch and power to them and the DualSense controller does a fine, but not spectacular job of adding to that. So, vehicle combat on its own is fast, fluid and has a nice chaotic atmosphere as your speed around, turning corners with your handbrake, and jumping over ramps and smashing into other players’ vehicles. The truth: it doesn’t and there are significant design reasons why. On the surface these two gameplay halves would seemingly come together to create a dynamic, constantly changing experience that is unlike anything we have seen before.
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