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Concord Review: Crashed Before Takeoff
By Lewis Larcombe|September 2, 2024|2 Comments
Platform(s): PC (version reviewed), PS5
Genre: Hero shooter
This is probably one of the most challenging reviews I’ve ever had to write, not because it’s difficult to critique, but because it’s easy to get lost in the noise surrounding its release.
Since launch, first-person multiplayer Concord has faced significant backlash, even earning the label of a “flop”. Do I disagree? No, but add to that the whistleblower accusations about Firewalk Studios’ work environment, and it’s tempting to join the chorus of criticism. However, as someone deeply invested in the arena shooter genre—especially from a controller perspective—I wanted to approach this with a fair lens. So when I previewed Concord last month, I insinuated that the game “had promise”.
My optimism stemmed from a genuine appreciation for the effort behind the game. Despite the genre’s decline in recent years, with controller-dominated multiplayer arena shooters like Call of Duty still reigning in the cash but no longer generating the same excitement as in the late 2000s and early 2010s, I believed in the promise of Concord. While innovations like hero shooters and battle royales have breathed new life into the genre, I longed for a true competitive arena shooter; something I thought Concord hinted at.
As Firewalk Studios’ debut title, Concord impresses at first glance. There’s evident talent behind the scenes, but I can’t help but wonder how much of its polish comes from a hefty budget. While the game is okay across many fronts, it doesn’t quite reach greatness—it barely meets expectations and definitely fails to exceed them. And for a “AAA” title, that just isn’t enough.
Concord delivers reliable gameplay, but its lack of character depth and narrative engagement holds it back. It tries to set itself apart from other hero shooters like Overwatch and VALORANT by introducing weekly narrative vignettes—cutscenes that provide glimpses into the characters’ lives. While they are excellently produced, these vignettes often feel like snippets of a larger story you’re missing out on, so rather than you wanting more, it leaves you feeling disconnected and uninterested.
I will commend that the game is rich with lore. But it’s tucked away in the Galactic Guide, an in-game encyclopedia filled with intriguing details about the universe and its characters. While the lore is compelling, it’s a shame that it’s relegated to a menu rather than being woven into the gameplay through something like a campaign. I found myself more engrossed in reading than actually playing, wishing that the story had a more active presence in the game.
Concord starts with 16 unique Freerunners, each offering distinct abilities. Yet, the disjointed way the vignettes are presented makes it hard to become invested in these characters. There’s potential for Concord to grow into an engaging space opera, but it’s not there yet.
Each Freerunner is categorised into one of six classes: Anchor, Breacher, Haunt, Ranger, Tactician, and Warden. This class system adds diversity and keeps the matches engaging, as each character brings a different playstyle to the table. Concord also introduces a Crew Bonus mechanic, which grants passive bonuses that persist even after death. This encourages players to switch up their characters, but the bonuses are often too subtle to make a noticeable impact during gameplay.
When it comes to the Freerunners themselves, balance seems to be an issue. Lennox and Roka stand out as the only truly effective DPS options, while the rest of the roster feels underpowered, overly dependent on sticking close to the team to dish out any meaningful damage.
While Concord offers standard gameplay modes like Team Deathmatch and Area Control, it lacks a defining mode that would set it apart from its competitors. This absence contributes to Concord’s struggle to carve out a distinct identity in a crowded hero shooter market.
Being a multiplayer game, Concord’s difficulty is determined by player skill. Mastering the mechanics is crucial, especially given that the Crew Bonuses, while helpful, aren’t game-changers. On the bright side, Concord avoids pay-to-win mechanics, ensuring a fair playing field where skill truly matters.
Visually, Concord falters. The character designs are uninspired, lacking the flair and personality seen in other Sony first-party titles like The Last of Us or Ghost of Tsushima. The game’s hyper-realistic graphics veer into the uncanny valley, with washed-out colours and dull designs. Characters like Roka, clad in drab green and brown armour, fail to stand out, while Amari’s suit looks like an unconvincing Doomguy cosplay. Ironically, Concord’s 2D concept art, with its vibrant 1960s-inspired style, is far more appealing than what’s seen in the actual game.
Concord’s soundtrack is serviceable, though not particularly memorable. In stark contrast, the overall audio design is pretty much spot on with my favourite part being the audio jingle that plays upon levelling up is satisfying, and the orchestral music accompanying the Galactic Guide adds a nice touch.
In terms of performance, isn’t very well optimised for my rig. I’ve running it on my Lenovo Legion 5i which runs a 12th Gen Intel Core i5, 16 GB RAM and an NVIDIA GeForce RTX 3060 Laptop GPU. While the tech is beginning to show its age with certain games, I expected at least to be able to run it at a solid 60 FPS. However, it it runs more like 30 FPS.
Given the lacklustre performance, it’s clear Concord isn’t as well-optimised as it should be. If a mid-range gaming laptop like mine struggles to maintain even a steady frame rate, it raises concerns about how the game will perform on less powerful systems. This isn’t just a minor hiccup—it’s a significant drawback that detracts from the overall experience, making it hard to fully enjoy what Concord has to offer. For a game aiming to compete in the crowded hero shooter market, this level of performance just doesn’t cut it. And for a “AAA” game, this is just unacceptable.
All in all, Concord feels like a missed opportunity that arrived far too late. It’s as if the game is trying to recapture the magic of a bygone era, but the spark just isn’t there. Had it launched back in 2018 when development first began (or at least before the pandemic happened, or even on), it might have found a more receptive audience, eager for a fresh take on the arena shooter genre. But in today’s rapidly evolving gaming landscape, Concord feels not only out of place but also out of time.
While it does lay down a decent foundation with fluid shooting mechanics, the game’s potential is overshadowed by its missteps—uninspired character designs, imbalanced gameplay, and a lack of a defining game mode, to name a few. The steep US$40 / RM169 price tag only adds salt to the wound, especially when many of its competitors are free-to-play and far more attuned to current trends. For a game that could have been a beacon for arena shooter fans, Concord falls short. Firewalks’ effort lands with a thud rather than the bang it needed to stand out.
If PlayStation had recognized this, perhaps Concord shouldn’t have been made at all. Unless you’re a die-hard fan of hero shooters, it might be wiser to wait for a sale before giving Concord a shot. Otherwise, it’s hard to justify spending your money on a title that, despite its good intentions, ultimately feels like a relic of a different time—out of sync with what the genre and players truly need right now.
Review copy provided by the publisher.
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