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Rekoil review
Christopher Coke


A paint by numbers shooter

Playing on a Plastic Set

There are differences between the weapons, even within a single loadout, as the stat display under each is quick to show you. Weapons are awkwardly tuned, however, and feel almost identical to one another within a class. After the novelty of trying each firearm has worn off, it quickly becomes a question of which weapon does the most damage.

Maps too, as varied amongst themselves as they are, are a disappointment. Rekoil's visuals were outdated two years ago, so running through them is less than spectacular. In time, every map becomes an exercise in painting by the numbers. Do you have your lanes and chambers? Check. Do you have a couple of hidey holes to get a sniper a quick death? Check. Rekoil's maps are functional but they have no soul and just aren't very fun to play on.

City Park demonstrates problem with Rekoil's maps: they exist simply as places to shoot in. Nothing feels real or authentic. Before completing even a single match, you will likely have had your fill. More than any other game in recent memory, Rekoil's maps feel like boxes filled with props and set pieces. Again, it is as if the developers read a how-to manual on making a first-person shooter and followed the instructions to a tee.

Except for spawning, that is. Due to each map's limited size, it is not uncommon to spawn on top of an enemy player. Just as bad given the long-range accuracy of nearly every weapon, you will also see players spawn even when they are a distance away. Players are regularly picked off within seconds of entering the match.

A Wasted Editor

One of the neatest features Rekoil brings to the table is a full-featured level editor. It works. You can make levels. The problem is that there are too few players to make use of it. As of this writing, there are 21 players listed within the in-game server browser. Entering into a game, my chat logs were regularly filled with unhappy players complaining about the quibbles described above. With morale already low, it seems unlikely that the level editor will ever meet its true potential. And so long as core systems remain flawed, there is little to make it worth even the most dedicated modder's time.

Fills the Checklist but Misses the Point

Rekoil is an uninspired first-person shooter that fails to deliver on any of its promise. Yes, you can choose a load out. Yes, you score kills to earn points. But to what end? That is not a question of a lack of progression system but rather a soul. A good first-person shooter evokes feelings of excitement and daring, it twists your emotions from elation to outrage and back again. Rekoil checks off a list of features and calls it a day. Worse, the lack of community around this multiplayer-only title presents worrying questions for its future. Even at $15, this is a game best avoided.


fun score


Many maps, multiple modes and a decent level editor


Weapon choice is almost meaningless and an almost total lack of community