The beta testing of the Concord shooter began with some surprises | initially, it was announced that only those who pre-ordered would have access to the early stages, but just a day before the launch, it was revealed that PlayStation Plus subscribers would also be permitted to join. During the first week of testing, all characters were available, yet the gameplay was confined to a single mode – TDM.
The build featured a progression system, customization options, and vibrant videos. However, it lacked a clear explanation as to why, amidst the plethora of modern, dynamic, and innovative shooters, one should opt for this particular game, which appeared slow, dated, and laced with forced humor.
In Concord’s storyline, a team of space adventurers, reminiscent of the Guardians of the Galaxy in team dynamics and humor, is granted permission to operate and starts competing with other groups. Discussing the narrative in a first-person shooter beta may seem odd, but the creators clearly take pride in the game’s narrative-driven cutscenes filled with humorous dialogue, which are plentiful.
As a hero shooter, Concord places significant emphasis on its characters, revealing their personalities and relationships through interactions. The investment in even minor scenes is apparent through top-tier facial animations. However, this focus, much like the game’s introductory video, might misleadingly suggest that Concord is akin to an RPG. In reality, Concord is fundamentally a first-person shooter, relying on a diverse array of characters to enchant players. While this aspect occasionally succeeds in drawing interest, it often comes across as superficial and confusing.

When examining the character list for the first time, one’s attention is naturally drawn to the most straightforward choice | a character armed with a rifle and two types of grenades. No surprises are expected from him; while others are mastering at least one of the two abilities of the other space superheroes, he efficiently eliminates enemies in rapid succession and swiftly targets new adversaries. Meanwhile, the character roster is quite captivating.
It appears that the creators have fashioned a sci-fi universe, imbued with a touch of light retrofuturism, where each character could shine as the protagonist of their own comic series, animated shows, novels, television series, or even video games. The rationale behind including gender identity next to the fighter’s name is unclear, but setting that aside, it seems we have yet to encounter such a richly diverse universe with impeccably crafted characters, even compared to Overwatch.
However, there’s another aspect that undermines creative accomplishments. During the beta, the characters clash with each other and appear quite absurd in a first-person shooter setting. Concord isn’t like Call of Duty with its high-speed gameplay, where low time-to-kill (TTK) makes the game a rapid succession of deaths and respawns.
Here, movement and combat are reminiscent of classic Halo, yet even more sluggish, with only two or three characters wielding firearms that make sense. It may require more time to fully grasp and appreciate the game’s balance, but from the first two days’ experiences, regardless of the developers’ efforts to diversify the gameplay, victory tends to favor those with reliable weapons who can continuously fire without frequent pauses. And these are merely two or three characters from the vast intergalactic lineup.

For instance, the sizable yellow cleaning robot 1-OFF boasts impressive health and questionable agility. Its key feature is the ability to vacuum up scattered trash around the area and then eject it. However, timing its use is crucial, as otherwise, the robot stands out like a large punching bag visible from every corner of the map.
Consider the black ninja Buzz, adept at placing trackers on foes to then spot them through walls. Her melee attacks are lethal, yet the map’s design doesn’t favor close combat; without proper team support, she’s easily taken out by the first onslaught from a space warrior named Theo. Then there’s a character like the catgirl It-Zee, capable of hurling orbs to teleport to their location and disabling enemy weapons. She wields a submachine gun, which, for now, appears to inflict negligible damage, and It-Zee herself is quickly downed by a few strikes from any adversary.
Amidst the vibrant array of fighters lies an unstable and thus far poorly tuned balance, which slightly marred the initial experience with the game due to a foreseeable issue | players gravitated towards characters who could inflict substantial damage, while the unique special abilities of the colorful aliens were largely ignored. This assumes that these abilities have any practical application in combat.
Over the two days of testing, the lobbies were filled with nearly identical galaxy defenders, and it was evident how novices at the first level experimented with the most visually appealing characters, whereas the experienced, high-ranking players opted for snipers, machine gunners, and vied for the chance to play as Jabali – a healing sniper.

As testing progresses, players will have the chance to explore additional game modes. However, it’s apparent that these modes may not significantly alter the overall impression. Concord’s core identity lies in its artistic style and eccentric characters. If this diversity isn’t well-balanced from the outset for new players, then Concord risks being perceived merely as an aesthetically pleasing yet sluggish shooter focused on heroes and their distinct powers—elements that, frankly, are already prevalent in the market.
