Roller Champions is the newly released free-to-play multiplayer game from Ubisoft, presenting players with a brand new digital sport to master. On a surface level, it combines roller derby with basketball, though it folds in its own rules to make for a fresh experience. It's a perfectly good idea, and there are most definitely elements to like about this title. However, after spending some time getting to grips with the game and its quirks, we feel like it's squandering its own potential.
Here are the basic rules of Roller Champions. Inside an ovular arena, two teams of three vie for possession of the ball. Once your team has it, you need to skate through four checkpoints, lapping the rink anti-clockwise. If you and your teammates can keep the ball and complete a lap, the goal will open, and you can score one point by lobbing the ball through it. However, if you complete a second or even third lap uninterrupted, a goal will score your team three or five points respectively. The opposing team can tackle your players or intercept passes to steal back possession, and if they do, progress resets, and they'll need to start their own lap. The first team to reach five points wins.
When it's all moving along as intended, the push and pull of a match in Roller Champions can be tense, exciting, and incredibly gratifying when you succeed. It's a very fast-moving and surprisingly scrappy sport that encourages good team coordination.
Importantly, movement feels smooth and you're given a few options with which to navigate the arena. Passing the ball is easy; it'll home in on teammates if they're close enough, and you can always throw the ball manually if they're further out. However, opponents can and will intercept, so you need to choose your passes carefully. Meanwhile, you have several tackling moves at your disposal, as well as a ground and air dodge when you're holding the ball. There's just about enough at its core to create some entertaining multiplayer, and there's certainly a skill curve to follow. Even just learning how and when to "pump" — lowering your centre of gravity to build up speed going down slopes — is pretty vital.
The problem is that, unfortunately, most other aspects of the game just feel undercooked. The core gameplay is definitely the best part of Roller Champions, although we will say that collision detection feels spotty. Dodging tackles, as well as performing them, can feel imprecise; we often found that pressing dodge did not stop an attacking player from gaining the ball, even when it seemed correctly timed. There's some work to be done in tightening up tackles and dodges so they feel consistent.
Moving away from gameplay, though, its weaknesses begin to surface. For starters, it commits the cardinal sin of not queueing up another match when your current one finishes. When a match is over and you mash through the post-game screens, you're booted back to the main menu instead of automatically going again. In an online-only, free-to-play multiplayer game that's all about retention and keeping users engaged, it's a strange oversight.
It's even more baffling when matches can be over so quickly. With the target score of just five points, a game can potentially be over in just a couple of minutes. From our experience, you can spend longer in the matchmaking queue than playing, and then it's back to the menu screen.
When a game is over, you're awarded Fans, and these fill your progress bar in the Roller Pass. This is the typical Battle Pass-style method by which you unlock cosmetic rewards and the occasional loot box, but man, the free version in this game is stingy. There are 30 levels in the Kickoff Season of Roller Champions, and if you stick to the free Roller Pass, you'll get 11 rewards — fewer than half the items on the Premium version. They include three loot boxes and a total of 200 Wheels, which is a premium in-game currency required for buying stuff from the Item Shop. At the time of writing, there is just one Daily item that costs less than 200 Wheels, and the only other way to get Wheels is to buy them outright. It all just feels very cynical. We don't want to get too hung up on monetisation, though, because it is all optional, and this is a free-to-play title. It has to make money somehow, but it seems quite aggressive here.
Elsewhere, the presentation is decent, the netcode seems serviceable, and the bots that fill empty slots in a match get the job done — but coming from a publisher like Ubisoft, it should all probably be better. The overarching feeling we get from Roller Champions right now is that it might be really good in a year's time, assuming the developer continues to fine-tune it.
It's just quite frustrating. There's absolutely potential for this game to be great, as the sport at the heart of it is well-realised and most of the gameplay works smoothly. The game just feels a bit sparse, like it's been pushed out before it's truly ready. Ultimately, we'd still encourage people to try it, as it is free and does offer up some fun, but currently, we're not sure it has what it needs to thrive in a wildly competitive live service market.
Have you been playing Roller Champions on PS4? What do you make of it so far? Pass the ball in the comments section below.
Comments 16
I’ve played it and it’s solid but I’ll never choose it over Rocket League.
Another miss, they didn't give it a platinum trophy.
@Milktastrophe wait there's no plat? Well I won't play this more I guess lol
I was really disappointed in this game. It was okay at first but I found it got stale after just a few matches. Not to mention the lack of a platinum trophy. Games like Rocket League and Knockout City are a lot more appealing.
We’ve gotten to an interesting point in gaming where gameplay just isn’t enough. These online games can play really well but if the systems aren’t there, if the monetisation isn’t right or the architecture is faulty, it can kill these experiences dead.
I tried few games, but didn't hook me. I found that it just tries to be the next rocket league, but the gameplay isn't engaging enough if you play solo. If you play with teammates ,it's another talk.
This could be much worse monetization-wise. It could be a F2P title in all but name that requires a buy-in purchase a la Rainbow Six Siege.
Also, I find it funny you hold the "queue right away" aspect against the game when big multiplayer hit titles like Apex Legends and Fall Guys (last I played) don't use that system, either, and are doing just fine for themselves. Fortnite didn't have that functionality for years and look where it's at.
@MFTWrecks Doesn't mean those games shouldn't add that feature, though.
Played two matches and won both, but found it boring and could tell straight away that the maps and gameplay loop would get boring after a few hours so I deleted it
You lost me at lootboxes and killed it with stingy and agressive monetization. Free to play will always have that problem just like having to rely on things like whales, Gotcha and FOMO.
@MFTWrecks It still sucks and takes away the flow of the game.
@get2sammyb I get it, but you act like it's a standard feature. My point is some of the biggest games in the space don't do it, so arguing as though it's a must have is odd.
at least ubisoft made a new IP ?? i don’t know , i think they can’t do multiplayer games . before this wasn’t their last one hyper-scape? either way they should just stick to single-player , the only MP that was fire that they made was assassins creed multiplayer and some may consider that “tacked-on” but it was of those exception to the rule moments and they caught lightning in a bottle .
i’m hoping they try that again , make a new SP/MP game
If this was more like the film rollerball with all the violent fist to face and the classic moonpie drop kick i'd be all over it..but it looks a bit garish..whats with all these games suddenly taking their art direction along the jet set radio style?
Strong core? It’s simplistic repetitive nonsense at its core. There’s more to a wonton than this game
I had a TON of fun with it... for 15 minutes. Then it felt like I was ready to be done with it. Such a great idea but something is missing to keep me replaying.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...