Breaking Law

PROJECT OVERVIEW

Grimm’s first game hits the ground running, placing players into five-on-five matches with no tutorialising and frustratingly inadequate explanation of how each of the complex characters function. Where Overwatch neatly categorizes its memorable characters into their classes and offers specific game modes to teach players how to use them, Breaking Law settles for counterintuitive menus as vague information dumps and, worse, videos that only take you out of the experience that you’re being taught to master.

These minor, and patchable, annoyances would be less bothersome in a more substantial and engaging package, but the life of an unsuccessful multiplayer shooter is short and, barely a week after the game’s release, it can already be a struggle to find a populated server. And that’s enough to make one wish that there was at least some kind of single-player component to Breaking Law, because once the allure of the multiplayer fades, players will be struggling to find reasons to want to jump back into this world.

Project details

  • Year: 2015
  • Project: Branding
  • Customer: Wallahia Inc.
  • Designer: Arnie Schwarzie