The arena first-person shooter. It’s been awhile since the subgenre has been anywhere near the public eye. Oh sure, some people will tell you that Overwatch, and Team Fortress 2 are arena first-person shooters. Mainly because they have some zippy movement, and outlandish characters. But they’re not arena first-person shooters in the classic sense. When many people wish for an arena shooter they mean the very late nineties, and early two thousands. Shooters like Quake 3 Arena, The Unreal Tournament series, and even a dab of Tribes.
PROS: UT2k4-esque movement. Great weapons. Great map design. Wonderful tutorial.
CONS: Skill Class system could use minor tweaking. Needs a bit more identity.
FATALITY: This game takes a cue from UT99, and adds environmental fatalities.
For full disclosure, I bought the Early Access pass on Steam last year. I know it makes me a bit hypocritical as I never buy EA passes normally. There’s no guarantee a game will get finished, and so I generally wait. But in this case, I caught wind of it, remembered my days in the Maximum Carnage UT2k4 clan, and was wistful. I liked what I saw at the time, but never really talked about it much because there wasn’t much content. You can’t really review something that isn’t complete.
Now that the game is done, and I’ve thoroughly played the final release, I can. The final version, is really, really good. It does everything it advertises, bringing players a game that hearkens back to the old days. Which weren’t that old, as the last UT game came out in 2007. Still, nine years is a long time in video games. There were other attempts like Nexius, but they fell flat even if they weren’t bad for a variety of reasons. They didn’t have an interesting enough look, or they weren’t talked about enough to give them a look. Or they didn’t connect with the players for other reasons.
But with Toxikk, Reakktor, the game’s developer, seems to be trying to avoid some of those problems. For starters, there’s a demo. That gives you access to all of the game content. I’m serious. You can go download it, play to your heart’s content, and see if it’s something you’ll enjoy. But if you buy it outright you’ll get a lot of features you’re going to need if you plan on playing it with friends for a substantial amount of time.
But before I get into that, let me tell you what the game is all about. I’m sure there are some of you moaning “It’s an Arena FPS! We know!” But I’m sure there are also a number of people out there who have never played one of them. Toxikk is an arena first-person shooter. There is no single player here. The entire game is meant to be an arcade experience where you play against friends or strangers. The core game mode is a Death match mode. Basically it’s a free for all mode, where the person with the most kills wins when the time runs out, or whoever hits the score limit first.
But what makes the game a bit more challenging is that it uses a similar movement system to Unreal Tournament 2004’s. So instead of simply running around, and shooting people, you can make yourself harder to hit. You can double jumps. You can do massive long jumps. You can do short dodges. You can do cartwheels off of walls. This means enemies have to step up their aiming game. Likewise they can do the same thing. The maps are all designed with the movement system in mind. So you may need to use an elevator jump to get to a certain room. Or there may be a huge gap between rooftops you can’t simply jump over. But using the advanced tricks you do a dodge jump toward the left, then wall jump off of that surface to make the rest of the jump. This system makes travelling through the stages faster, and worth the time to master.
The movement system is paired with a pretty cool selection of weapons. You’ll start with a pistol, but you can run through the maps to find shotguns, sniper rifles, flame throwers, rocket launchers, plasma rifles, and even a nuclear rocket launcher. These weapons all have influences from Quake 3 Arena, and Unreal Tournament. The great thing is, they all have secondary fire modes. So you’ll have to master when to use a primary or a secondary mode. There are also health boxes, ammo boxes for each of the game’s weapons, along with armor pieces to pick up. You’ll also find some stages have a jetpack, health that takes your meter up to 200, and armor that does the same. In most cases you’ll need to know the movement system well enough to get to them though. They’re also in places where you’re a prime target. So there is a nice mix of risk, and reward. The key to victory in a Death match is to keep everyone else from getting the power ups, and good stuff. Even more than your goal of killing everyone. Because it makes them have to fight an uphill battle. All of these elements add layers of depth to what may seem simple on the surface.
But you aren’t only getting a Death match mode to play. There’s a Team Death match, called Squad Assault where one team goes after the other. A point capture mode, where the game puts three points on the map for your team to hold. You walk over them, turn the spots into your side’s, and try to keep it. The challenge here is that if you have enough players for the map you’ll have three endless skirmishes. You’ll want to keep some team mates on each point to ensure the other side can’t simply walk up, and take it. Whichever side took points more times wins. So if you can hang onto them longer you’ll keep the odds leaning in your favor.
There is also a Capture the flag mode called Cell Capture. Basically one side tries to steal the other’s cell, then bring it back to their base. The other side is trying the same thing simultaneously. So across the different modes you have a variety of old-school game types. But it gets better for people who love the CTF, and Point Capture modes because some of the maps feature vehicles. Just as UT2k4, and UT3 had them, so does Toxikk. In this game you get a ship that operates a bit like a helicopter, a hover craft, a jeep, and a FREAKING GUNDAM. Each of them is a blast to use, and can add a lot of tension in the battles. The ships can shoot missiles from above, cut people down with a chain gun. The Gundam can step on people, take out several people at once. The hover craft can steam roll people. The jeep can have a rider take control of a giant gun on the back of it while they drive to get the cell.
But if all of the vehicles sound like they add insurmountable odds, they surprisingly don’t. For one, vehicles all have fairly low health. Even the Gundam. If you’re good enough at maneuvering with dodges, jumps, and the other movement tricks, you can avoid a lot of the firepower. Most of the vehicles will go down from a handful of missiles. If you’re inside a vehicle when it blows up, the other team is also getting a frag. In Cell Capture, you also can’t drive or pilot a vehicle if you’ve picked up the enemy cell. You have to make it back either on foot, or on your hover bike. And if you choose to use the hover bike, you can’t shoot any of your weapons. So you’re pretty crippled, and really have to hope your team can cover you when you’re bringing back a cell.
If the movement system sounds rather daunting to you, Toxikk does have a pretty well thought out tutorial. The very first lesson is just the movement system, and basic weapon handling. From there each lesson gives you a handle on, more, and more. I would recommend every player to at least try the tutorial before going online. Because it can at the very least give you a handle on the basics. It will also force you to acknowledge when someone is honestly that good. Seeing someone clear a rooftop jump, while shooting down three enemies, and landing unscathed can feel intimidating.
But that intimidation is why Toxikk has a Skill Class system. As you play the game it measures what you’re doing, and will give you a rating between 1, and 12. This is always in flux. So you can have a ranking of 8, play ten really bad rounds, and find yourself a 7. Likewise, when you improve you’ll go up. This was put in place because the developers realize a lot of people won’t have fun if they’re constantly getting crushed by 12’s with no hope of learning everything. When you go on the server browser in the full game (more on that later) you’ll see servers allow some ranks, but not others. One server may be ranked 1-4, another may be 8-12, with others in between. You have to be within those ranks to join them.
That said, there are servers that don’t utilize the system. So if you would rather learn by playing against the heavyweights than training against a cruiserweight division, you do have that as an option. Unranked servers are also great for groups of friends because you don’t have to shut out that friend who is too green, or that other friend who is a seasoned veteran.
Separate from the Skill Class, is point system is an MXP experience point system, and this isn’t really all too important. But if you enjoy the game, and play fairly enough, over time you can increase this number for some cosmetic armor options for your character. There’s an assortment of different heads, torso options, and camouflage options you can use to customize your look. Everyone can change the color of their combatant. But people who like the game can add a few more tweaks over time. The coolest being a fearsome skull mask. This is one of the few grievances I have though because nothing about the core game requires any grinding. Perhaps it was put in for fans of that sort of thing, without effecting the game play. But it just seems odd. Since everything is open anyway, why make costume pieces on a ladder?
It doesn’t matter too much though because everything gives you boatloads of MXP. Fragging someone. Completing a tutorial. Utilizing trick jumps in a match. Piloting a vehicle. Virtually everything aside from dying gives you some points. You even get MXP in team modes for assists. Hell, if you’re bad at the game, but just really want a cosmetic item bad enough you can play against bots on the lowest possible difficulty.
Now people who just want to play the core game can use the free demo. It isn’t timed. You aren’t blocked from any of the levels or weapons or movement. It’s all there. But if you enjoy it, or have friends you want to play it with, it’s well worth picking up the e-tail version. Buying the game means you’ll get a server browser. So you can actually find a server you, and your friends can all join without having to worry about an outlier not being able to get in because it was a certain rank limit. Paying customers also get the ability to host their own server, be it dedicated or by playing peer-to-peer through a router. You can set up private games over the internet too. There are other perks for buying the full game too. You get to use the character customization I talked about, as well as the game’s SDK.
What does that mean? Well you can make your own content. New stages, modes, characters, whatever you want. If you’re proficient enough in using Unreal Engine 3, the sky is the limit. Because of this, even if you don’t plan on designing mods, or stages you benefit. Buying the game means that you can also download, and install mods other players make through the Steam workshop. So there is a wealth of potential stuff you have access to if you buy the game outright.
Unreal Tournament games were played for years after release due to the prevalence of new maps, modes, skins, characters, weapons, and other content made by fans. The same could be said for the Doom, and Quake games. So hopefully, Reakktor Studios’ insistence on taking the path set by Epic, and id many years ago will have a similar payoff.
It all hinges on a player base sticking around. At launch some of those fears were quelled as a lot of people seem to have discovered the demo, and seem to be liking it. Toxikk is a fun game I think everyone should at least try. It’s a beautiful game too. Reakktor has pushed this iteration of UE3 about as far as it can probably go. There are a lot of cool visual tricks, and filters they’ve utilized to make it keep pace with even some of the newer games on bigger budget engines coming out. The environments are gorgeous. Great textures, wonderful designs, the entire world looks like it takes place in the same universe. Even the homage levels Dekk, and Cube feel like they belong here even though their layouts are taken straight from Unreal Tournament (Deck was in all of the games), and Doom 2 (Dead Simple).
There are a wealth of menu options too. You can tweak all kinds of graphics settings, turning off some of the visual fidelity, lighting effects, bloom, and motion blur if you’re on fairly modest hardware. You can even turn off the frame rate limiter which starts on 60. But for a game of this nature you should really push it as high as it will go. It’s a much more responsive experience, and worth dealing with some tearing if you have a standard 60hz monitor.
You can also customize your entire HUD. The colors of the weapons on your selection bar. The crosshairs on your weapons, you can even turn off your HUD entirely if you want. The hit markers when shooting someone, the size of them, the sound it makes. All of it. That’s besides the fact you can set whatever key binds you wish, weapon priority order, and a whole lot more. Toxikk is not giving you a shortage of performance or personal style options here.
The audio is one of the weaker points in Toxikk. The sound effects are actually really good. But the soundtrack could stand to be markedly better. The game tries to accent everything with a score of thumping techno, and electronica. But nothing really stands out. There aren’t any catchy loops, or hooks the way its inspiration possessed. UT, and its sequels had great songs like Go Down that would be stuck in your head even months after playing. Even people who aren’t fans of electronica can enjoy the UT OST. Toxikk’s soundtrack isn’t bad. But it feels too generic at times. It fits the atmosphere of the game, but doesn’t do much beyond that.
The only other issue I have with Toxikk is that while the character designs are really cool, they aren’t anything you haven’t seen in other games. They could use a little bit more personality, and perhaps some fleshed out back story. The most you hear about is that there are two factions; the Drayos, and the Exocom. There isn’t much told about either group, or the world. While I do think it is imperative any multiplayer game, focus on the actual game being fun (which this absolutely does.) it could have given players a little bit more detail on its universe. It may have gotten some players a little bit more invested, by having them care about the world. The UT games did this well with much of the story being put into the world, and in bios for the characters. There was also an intro in them to explain the setting. All without having to make people play through a campaign.
That said, I still highly recommend Toxikk. If you miss playing old school arena FPS games I think you’re going to like it immensely. If you’ve never played Q3A, or a UT game but love playing competitive shooters in other subgenres you may like it. In the short time it’s been out there are already plenty of new players learning, and adapting. That’s in addition to veterans of the old games who have discovered it. If you’ve wondered where this style of game has been, or you’re someone tiring of modern progression systems Toxikk is definitely worth looking into. If after my long-winded review, you’re still on the fence check out the demo. You have nothing to lose by doing so.
Final Score: 8 out 10