Given my penchant for shooters as opposed to melee-focused action games, I’m a bit surprised by how much I enjoyed playing Bleeding Edge. At a press preview event, I played Ninja Theory’s hero-focused multiplayer game for the first time (I missed chances at E3 and the open beta weekends) and Bleeding Edge impressed me with its satisfying combat and a surprising attention to sound design.
After spending 90 minutes with the game, it’s so immediately apparent that Bleeding Edge started out as a multiplayer online battle arena game. Success is almost totally dependent on teammates communicating with each other and fulfilling the established roles of a balanced unit.
Might Be Too Role-Focused For Its Own Good
Every character in Bleeding Edge fits into one of three classes: damage, support, or tank. Bleeding Edge seems entirely dependent on a team fulfilling an exact quota: one damage, one tank, one support, and a fourth player who changes their role to fulfill the needs of the team. Bleeding Edge’s meta allows for experimentation (in that you can pair different damage, support, and tank characters with one another), but it’s a rigid level of choice–going without any one class will screw over your team.
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Source: Game Spot Mashup