Concord Review – A fun, frenetic hero shooter

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I’m really struggling with Concord – struggling to put it down, that is. Sony’s latest live service gamble is a fun, frenetic hero shooter touting beautifully polished gunplay and a persistent story told through weekly character-focused cinematics.

To say the odds are stacked against Concord would be an understatement. Not only is this a new IP and a new developer (Firewalk Studios), it’s going up against some gnarly juggernauts while also daring to eschew the zero-cost entry of its free-to-play rivals. After years spent throwing money at loot boxes and time-hungry battle passes, paying a one-time fee feels weirdly refreshing in the knowledge that every piece of playable content will be instantly unlocked when it becomes available without needing to grind out challenges against the clock or scrabble for in-game currency.

At launch, Concord features a total of 6 modes, 12 maps, and 16 Freegunners. Each of the game’s space-faring mercenaries has their own unique kit, slotting nicely into one of several loose archetypes. For example, 1-OFF – the Concord crew’s cleaning-obsessed robot – can use his primary weapon and deployable gadget to suck up enemy projectiles, charging his high-damage trash grenades in the process.Meanwhile, Vale’s loadout is a little more straightforward, packing a punchy sniper rifle, trip mines, and a high vertical leap that can give her the drop on unsuspecting enemies below.

There are a number of interesting deviations away from the established hero shooter formula, such as the omission of “ultimate” abilities. Considered a subgenre staple, their removal encourages players to focus on the core kit of each hero and how they synergise with squadmates, instead of trying to line up a table-turning set piece with a single, well-timed button press.

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This also benefits the quicker tempo of Concord’s game modes, which are more akin to those of a Call of Duty game rather than Overwatch. Takedown is your bog standard team deathmatch with Trophy Hunt copying COD’s Killed Confirmed match rules, only awarding points if players retrieve the glowing node left behind by downed enemies. Meanwhile Area Control and Signal Chase are more objective-focused with teams battling to claim territory then defend it from invaders. Concord also features a more competitive “Rivals” playlist – in Cargo Run and Clash Point you fight across multiple rounds with no respawns

It’s a decent amount of content for players on day one with more maps, modes, and Freegunners on the way. A couple of additional arenas may have been nice though it seems Firewalk Studios has focused where it matters most, presenting a cast of heroes that all feel fun to play. Firing weapons and using abilities is seamless, with all but a couple of Freegunners being able to perform evasive dodge manoeuvres and a double (or even a triple) jump. Firefights take on an even more tactical dimension thanks to Concord’s tight level designs, weaving together open spaces, crowded interiors, and vertical climbs to great effect.

The desire to master your favourite Freegunners will keep you coming back match after match, unlocking rewards as you progress. However, customising your crew is one of the only areas where Concord disappoints at launch. There’s a real lack of interesting cosmetics and accessories with most unlockable skins being recoloured versions of each hero’s base appearance. As a premium game, Concord doesn’t need to flog glitzy costumes to wring cash out of its players, though it wouldn’t hurt to have at least a few eye-catching designs for each Freegunner.

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Something you will want to focus on unlocking is the different “Variants” for your favourite heroes. Each one adds a perk-like Combat Trait that can change your playstyle. For example, Lennox I will reload his equipped gun when dodging, whereas Lennox II grants an extended magazine for both of his weapons. Hopefully, as Concord rolls out its roadmap of new content and features, we’ll get more ways to deeply customise our crew’s visuals as well as how they play.

Hopefully we’ll get to know them better, too. Each week, Firewalk will add a new in-game vignette, cinematics that look to fill in some of Concord’s backstory. With the second of these videos having only just debuted, precisely how much these will enrich the overall experience remains to be seen. So far, we’ve been treated to some banter between crewmates and some light probing into the game’s wider lore. Speaking of which, Concord features a meaty codex called the Galactic Guide, a space map teeming with planets, travel routes, characters, and other info for those who want to immerse themselves in this sci-fi universe. As hooked as I am, the overwhelming mass of lore entries and walls of text don’t feel like an intuitive way of presenting this sprawling archive of world-building.

Summary
Fun, quickfire game modes and solid multiplayer shooting help steer Concord through an asteroid field of scepticism and unhinged vitriol but the space odyssey doesn't end here. Like any live service, Concord's ongoing vitality and potential appeal to new fans will hinge on its post-launch support, content roadmap, and building on Firewalk's exciting foundation.
Good
  • Punchy gunplay with a tactical edge
  • 16 fun-to-play heroes begging to be mastered
  • Tight, focused selection of modes and maps
Bad
  • Character customisation lacks options
  • Galactic Guide feels superfluous
  • Could benefit from hero-specific tutorials
8
Written by
Senior Editor bursting with lukewarm takes and useless gaming trivia. May as well surgically attach my DualSense at this point.

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