I played a fair bit of the closed beta and the open beta. For the initial PvE objectives, it tells you if the enemy team is going faster than you. If you fall behind, you're given a chance to kill a special dinosaur which starts a bonus score session, converted into increased enemy difficulty for the other team. They also may give you a Dominator, the thing mentioned which lets a player control a dinosaur, appearing in the enemy team's dimension to kill them for a while.
After all that, the last round has a PvP(vE) element, and this is where the big problem is realized: The previous PvE segments basically don't matter for actually winning.
Going faster in PvE is supposed to give you head start on the PvP objective, but this almost never happened in the games I played since teams were usually neck and neck, or the boost was very small. You need to have a MASSIVE lead in PvE for it to count, to the point that there's basically no hope for them to catch up. And since one team falling behind can result in higher difficulty for the leading team (mentioned above), that was pretty rare.
So it basically amounts to a bunch of pointless PvE busy work, followed by the PvP battle that counts. It's really weird it works that way - people were complaining about it in the closed beta, so since there's no change I guess that's how it'll be.
The game does play REALLY well otherwise: the suits are fun to control, and in the moments where it clicks, like wiping out the enemy team with a raging t-rex to retake the lead, it's awesome. I just wish they'd tweak it so the PvE counts for more, or at the very least have some good alternate modes. I'll play it on Game Pass and see how things go.
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