Patrick Gilmore explained that his team’s goal is to combine the “hair-on-fire intensity of fighting games” with the “competitive element of streaming.” The screens behind him triumphantly illuminate, showing a harlequin crew of characters and the game’s title, Breakaway. A young woman somewhere behind me half-whispers “Oh my gosh is it like Overwatch?” and I smirk, having had that same knee-jerk reaction.
I prepare for the reveal, fully expecting a first-person shooter and am pleasantly surprised when Breakaway is shown to be equal parts MOBA, tower-defense, and soccer — er, football, um, foot-to-ball. 4v4 matches task players with grabbing the Relic in the center of the maps (which are always small enough that you can see every visual element on the field at once) and running it to the enemies’ base, or killing the other team before they can respawn. Between rounds, buildables such as cannons, healing shrines, speed boosts and cages can be placed to further complicate your opponents’ endeavors. These buildables persist between rounds, making the back half of a match look like a post-earthquake Disneyland.
And though Double Helix are building Breakaway to appeal to streamers and those who watch streams, the game also has the same pleasing friction and pick-up-and-play immediacy of a game like Rocket League. I had anticipated being terrible at Breakaway, but instead in my first match I scored two of the three points necessary for my team to win.
At first glance Breakaway seems merely like a cacophonous trend-vomiting combination of League of Legends, Rocket League, and Overwatch, but I think it has potential to find its own feet alongside its inspirations. The small arenas belie impressive depth: upgrading your character between rounds, setting traps, passing the ball, and using character-specific abilities combine to give you umpteen avenues in each match. If it can offer that while remaining accessible as both a new player and viewer, then I’m interested to both play and watch more.