What’s your favorite kind of co-op shooter? The ultra-competitive, team-based thrills of a
Interspersed between the regular enemies and the losing and capturing of control points are the boss battles, which are extremely disappointing. Much like how Gears would send out a grinder, or L4D would send out a tank to spice things up, Intercept wheels out bosses based on characters from the single-player campaign. However, these bosses are a feeble imitation. The most I ever saw one do was teleport to another area of the map, or cloak, but otherwise, there was little to tell them apart from a standard enemy other than a higher health bar and some cheesy voice-over.
All the elements are there for a good time in Intercept, but none shine enough on their own to be melded together into a cohesive whole. The four maps Intercept is currently set in–Market, Highway, DMZ, and Outpost, with six more on the way for free–are at least well designed, even if the mysterious blue shield walls around their rims sometimes prevent you from making the flanking moves you so desire. The usual array of leaderboards, challenges, and trophies make up the metagame, while three different game lengths (based on the total number of points needed to win) mean you can play small, 15-minute skirmishes, all the way through to epic hour-long battles.
Whether Intercept can keep you entertained for such lengths of time, I’m not so sure. It takes just a few matches to realize that the magical multiplayer spark, that itch that must be scratched by just one more match, is sorely lacking. This is a technically competent add-on that feels like it was designed to latch onto a growing co-op trend and to plug a gap in the game’s multiplayer repertoire because the market research said to, rather than something designed with some real heart and soul behind it.
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