Deep Dive: What’s Going On With Snowbreak Game Modes?
Currently, Seasun has revealed that their new popular game mode, Splash Roulette, will be taken down at the conclusion of the patch period it was initially introduced in, coinciding with the Hearts In Harmony half-anniversary event. Given its strong resemblance to the highly-praised indie game Buckshot Roulette, there were high expectations for its success.
So what went wrong?
Indeed, some clear issues were present in the game. The pacing felt lethargic due to extended animations, and the process of gathering all the rewards was exhausting. After several updates that introduced speedier animations and reduced instances of being defeated when fully healthy with no defensive options, the overall response from players remained largely negative. This led to the game’s eventual removal, as even with these adjustments, it was still possible to play flawlessly and yet lose, which made for a disheartening experience at times.
From a broader perspective, it seems that some of the new game modes introduced in Snowbreak‘s latest update lack player autonomy, which could be indicative of a trend or even a potential issue moving forward. So, let’s delve into what’s been happening with these recent event game modes.
What is Player Agency?
In simpler terms, having agency means you have control over the results of the game you’re playing. It implies that your actions matter and that good performance is recognized. For instance, mastering a boss enemy’s attack patterns and successfully defeating it gives you a sense of achievement because you invested time and effort to improve your skills, and this success is the reward for it.
So what happens if you take it away?
Exhibit A: Let’s Go, Heimdall!
To kick things off on an optimistic note, let’s discuss Heimdall!, the Fall Guys-inspired chibi platformer mode introduced in the Azure Paradise update back in September 2024. Initially, it wasn’t my preferred choice of gameplay. Frankly, I wasn’t thrilled about climbing the rewards ladder again following a less than satisfying first encounter. However, I was pleasantly surprised during this round, largely due to the addition of the “skill mode” match queue that granted me control over speeding up my character, diving forward, or even hurling bombs at opponents. Although these features may seem minimal, they significantly enhanced my enjoyment of the game mode (a noticeable improvement when compared to the standard version, as I realized only later that Snowbreak resets the match queue selection each time the game is launched).
Is it merely a psychological effect, given that the sprint feature doesn’t have a cool-down period and can be activated immediately following the previous sprint? However, the additional button press certainly gives the impression of increased control over the character, potentially enhancing one’s ability to outmaneuver opponents in a match. In other words, the perceived sense of greater player agency might be the reason why this game mode becomes more enjoyable for some players, including myself.
Exhibit B: Starward Defense
In the latest update, I’ve found myself thrust into an exhilarating new game mode where I assume the role of a turret gunner, standing my ground against waves of adversaries and rallying my loyal allies to aid me. On paper, it seems like a thrilling defensive strategy. However, in reality, the firepower of my turret is disappointingly feeble, swiftly overshadowed by the exorbitant health pools of the enemies and surpassed by the combat prowess of the units I’ve chosen to bring along. This leaves most of my influence confined to selecting which units to deploy and deciding on buffs for them, with any attempts to actively engage in combat being roughly as effective as trying to control a forest fire with a watering can.
Unfortunately, each unit you deploy operates independently using their own AI system, leaving you without the ability to control them directly. It’s disheartening since some of these units possess impressive abilities but tend to make poor targeting decisions. For instance, a strong unit like the Steel Ball may throw molotovs straight up into the sky instead of at enemies attacking its wall, or the Phantom Shot Adventist might focus on a solitary enemy while ignoring a group that it could easily hit with its multi-shot.
Unfortunately, your inability to adjust their actions means you’re essentially watching as they use their skills without much impact. This is particularly frustrating when considering your own turret’s weak damage output, leaving you powerless to influence the battle’s outcome directly.
Needless to say, it sucks.
What makes this situation even more aggravating is that some turrets in Snowbreak aren’t weak at all. In fact, there’s one within Defense Line Zero game mode, complete with enhancements that enable players to easily accumulate significant damage shares during matches, making the character almost redundant. However, in a single-player mode like Starward Defense where the turret is central, it seems logical to replicate it.
Speaking as a passionate player, it would truly enhance my experience if we could take control of our units ourselves. How about allowing me to guide the Blessing Envoy’s black hole to track my crosshair, pulling enemies in for my turret to fire upon? This way, the actions I perform have more impact on the game. Is it too much to expect a feature that makes my decisions matter significantly?
Exhibit C: Splash Roulette
In conclusion, despite all the improvements and alterations, Splash Roulette can still lead to situations where you play flawlessly yet lose the game. This is acceptable because losing happens sometimes. However, what makes it frustrating is that a single round loss terminates your progress, offering no chance for recovery. Additionally, each character requires defeating three times before they are vanquished, providing them with two additional opportunities to knock you back to the main menu.
Absolutely, the mechanics of this game, Snowbreak, are similar to Buckshot Roulette’s Double Or Nothing mode in many ways. Some might say that the distinct feel between these two games justifies a less forgiving one-life setup for Snowbreak. However, the main difference lies in the nature of the gameplay. In Double Or Nothing, there’s no grinding involved; you simply play for high scores and learn to accept losses as part of the fun. On the other hand, progressing through Snowbreak requires winning rounds, which enables you to climb the rewards ladder effectively. When the goal isn’t about scoring high but rather grinding your way forward, losing progress becomes more annoying, especially when it’s due to factors beyond your control, limiting your agency as a player.
So How Do We Fix This?
In this latest update, certain game modes have encountered problems. Battlefield Sigma’s scoring stages heavily relied on the bonuses you carried rather than your skill in using them, essentially transforming the game mode into an endless grind of collecting these bonuses repetitively. Defense Line Zero requires everyone to perform their roles effectively, but if your teammates underperform (you might find yourself stuck with the Gatherer role when your Attacker and Shooter teammates let too many enemies pass), it significantly impacts your ability to do your own role. The Star Master fishing competition mainly hinges on getting a lucky big catch.
A recurring issue across all these aspects is the insufficient control players have over their actions. No matter how skilled you are at firing with the Defense Line Zero turret, it won’t make much difference if you don’t have a capable Gatherer to fund your upgrades and ammunition restocks. Similarly, no matter how well you catch fish, someone else will likely surpass that record in a short amount of time.
It’s strange to have to explicitly detail how these specific problems can be resolved since they appear quite clear. For instance, increasing the turret’s damage output in Starward Defense might alleviate feelings of uselessness, while providing additional lives in Splash Roulette could make the tedious rewards grind less bothersome. However, what remains unclear is how to tackle the root cause of these recurring issues. Potential culprits include flawed game design, insufficient playtesting, or a lack of self-awareness regarding their own game mechanics. Seasun should strive to grant players more autonomy and learn what constitutes enjoyable gameplay – otherwise, they might continue to experience the unpleasant consequences, like getting splashed by the water gun again.
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2025-02-28 21:30