Spectre Divide Hands-on Preview: They’re Not Pucking Around
Mountaintop Studios and popular creator and former Counter-Strike and Valorant pro, Michael ‘shroud’ Grzesiek have brought a contender to the F2P multiplayer tactical FPS genre. Mountaintop hopes to make a big break with Spectre Divide, as they are an independent studio composed of veterans from Respawn, Epic Games, Riot Games, Bungie, and the like. Spectre Divide features a unique art style for the genre with sci-fi comic book art and the classic Japanese cel animation of the ’90s—a little reminiscent of Rollerdrome or the No More Heroes games. What is more distinct about this game is its gameplay gimmick.
At first glance, the concept of controlling two characters simultaneously does not seem like something that should work in a relatively fast-paced competitive shooter game. Yes, there is some time to strategize around the map and jump-peak or use utility to gain information. However, adding a new concept, like having a second body, appears to be a dynamic addition.
The function of what the devs call ‘Duality’ allows players to control their ‘Spectre’ or second body, as well as their main body. Players can swap between the two bodies. The coolest part is that players can open up their map to lay out their two bodies during the Buy Phase/Pre-round Phase—including having the bodies face a certain direction. Moving characters around via clicking the map looks so choppy and jarring, but once the pre-round timer is up, this function ceases.
Having the second body can be super helpful. If a player’s unused body is idle, it can still give information that an enemy is near or if an enemy is in sight through danger indicators. Additionally, the unused body goes into a crouch position, making it harder for enemies to spot when placed correctly. Or it can be great to have it crouched slightly, peeking as a decoy at strategic angles.
The unused body can also be moved through the ‘pucking’ action, with some delay depending on the distance. This is the primary function so when the main player dies, they are not stuck trying to run all the way from where they had their Spectre setup. Like the game’s name implies, it is relatively smart to divide the Spectre from the main body.
Spectre Divide has utility skills, which are very similar to various Hero skills in Overwatch or Agent utility in Valorant. Another important distinction with Spectre Divide is that there are no Champions, Heroes or Agents; there are Sponsors. Sponsors work in place of roles, such as Assault/ADC/Dualist or Support/Healer in other games. Having a good balance of Sponsors can easily make or break a victory in this game, with the various assortment of utility skills—including recon.
A big question many new players who came from other FPS games asked was what the spray/recoil patterns for each gun, aiming, and ADS aiming were like. For the first part, every fully automatic and semi-automatic gun had a random spray pattern. This is an interesting feature because it means it is not something someone can particularly get used to, like a Vandal spray pattern in Valorant or an AK-47 spray and recoil pattern in CS2 or CS:GO.
“Another important distinction with Spectre Divide is that there are no Champions, Heroes or Agents; there are Sponsors.”
It means that players should practice their ADS firing since the accuracy is pretty near to one-hundred percent. There is also no bullet punch when taking damage, so players do not have to worry about suddenly aiming at the sky when getting shot at. Single-tap or burst-fire skills are more important in Spectre Divide for the guns that require it, otherwise ADS-ing and spraying is the way to go. And like Apex Legends, running in this FPS tac-shooter is encouraged.
What irked me and my teammates the most is the fact that enemy colour highlights are insanely non-user-friendly. It took a few games for us to not accidentally shoot at one of our teammates or teammates’ idle body. Eventually we got used to it, but it was not as distinguished as other FPS games.
The things that will have many Spectre Divide players divided will probably be how overstimulating it can be to jump into a match at first, as well as how many guns they will have to know the names of. The Duster RX6 plays like a Desert Eagle or Sheriff; the M67 Reaver plays like an AK-47, dishing out great range and damage; and the Harpe and Prototype-OP play very much like a high-powered sniper in most FPS games. One shot to the head at any range, one kill, baby!
The gun buys are interesting in Spectre Divide, sort of a mashup of Call of Duty multiplayer default loadouts. Guns are bought in pairs and distributed to the player and the Spectre. Interestingly enough, when one of the characters one player controls dies but the other lives, there can be special economic buys for keeping the same pairing of guns in the next round.
Based on a lot of feedback from other players I talked to from games and my own teammates, I have gathered that this game comes off as something for those who already have put in some if not countless, hours into other FPS games. Spectre Divide is easily an amalgamation of games like Valorant, Apex Legends, Overwatch, Halo, amongst many more. This makes sense since a lot of Mountaintop Studios’ team used to work at the companies that made many of those titles.
There are a lot of fun mechanics to try and experiment with in Spectre Divide, such as using Ghostlink Collective’s Dupe ability while pucking away or using it and running with the decoy body. Another cool thing we found out was how Ryker Industries’ Wave Scan could scan the whole map if you throw it while pucking away.
“The ultimate judgment of Spectre Divide is how it may not be as inviting to newer FPS gamers.”
Hopefully by launch, there will be better aesthetic additions to the game—here is hoping there will be a way to do Fortnite-adjacent dances in the team lobby. The sprays and gun buddies could also be improved upon, but again, that may come with more time and players making memes and/or pro-player and community involvement to grow the fan base of Spectre Divide.
The ultimate judgment of Spectre Divide is how it may not be as inviting to newer FPS gamers. Even someone who is well-versed in other FPS titles will struggle a bit getting used to pucking around their Spectres, and learning more about the advantages and disadvantages of things like guns or Sponsors.
There are a lot of extra keybinds to learn and re-map, too, but the tutorial does a decent enough job explaining it all. The economy catch-up system is great, too, since two losses allow the losing team to get a free light shield. But it could be good for newer players ithe a sense that they can build the proper game sense tailored to this game versus carrying over irrelevant habits from other FPS games.
Spectre Divide will not be out on the PlayStation 5 and Xbox Series X|S consoles at launch, but devs have stated that they have “future plans for consoles.” There is also no release date for PC yet either.