In order to make it in today’s market, a game needs to do something that makes it stand out. Dizzel is a free-to-play, third-person shooter developed by Neowiz Games and published by OGPlanet. It tries to sell itself as a hardcore, military shooter that features non-stop action and brutal finishing movies. Unfortunately, Dizzel completely lacks any unique inspiration and becomes the symbol of mediocrity. There aren’t a ton of major issues with the game overall, but it fails to excel at almost every level from map design to gameplay. The game could use improvements all the way down to its control scheme, including keybinds that can’t be rebound.
During my time with Dizzel I kept expecting at least one aspect of the game to jump out at me and scream, “Hey, I’m different,” but alas there wasn’t a single moment, except the bugs that caused bodies to randomly fly around the screen. Conversely, I also kept waiting for something game breaking to happen so I could completely write the game off, but that didn’t happen either; it’s as if Dizzel is trying to win the award for the most mediocre game ever created. The graphics aren’t terrible, but on highest setting they look like something from a PlayStation 3 and even the game browser window is irritating because it can’t be minimized.
JUST SAY NO TO COVER SYSTEMS
Ugh, forced cover systems are just bad in multiplayer games. In this aspect it feels like Dizzel was trying to take a page from Gears of War, but instead we end up with a cover system that is more harmful than helpful. First off, the cover system automatically takes over when players approach a wall instead of requiring external input; this is a great way of taking that well-placed shot and putting those bullets into an erroneous object somewhere off in the distance. The other major issue is that the cover barely even works. The cover system keeps all sorts of body parts exposed and also decreases mobility and accuracy. I’ve died more times while trying to take advantage of the cover system than I did just crouching and shooting around the corner.
If you can manage to get around the awful cover system, the next challenge is to tackle the awkward default control scheme. Movement uses WASD, which is fine, but for some reason they chose Shift as the dodge key and double-tap W as the sprint control. I might not be a fan of generic military shooter games, but sprint should generally be the Shift key and even if it’s not games should always, 100 percent have the option to rebind keys. If Shift was being used for something essential to the gameplay this might be forgiven, but dodging is completely inept for keeping players alive; by the time you realize it’s time to dodge in Dizzel, you’re already dead.
Usually when I complain about unbalanced factors in a free-to-play game it has something to do with the premium currency featuring pay-to-win tactics. When it comes to Dizzel, it has more to do with the weapon selection than whether a person can spend loads of cash and demolish a battlefield. Currently, it feels as if the assault rifles are the only choice players have to be competitive. The shotgun, like in many military shooters, has an abysmal range and still has sub-par damage close up. Most shotguns usually take two shots to bring a player down, and by that point it’s far too late. An easy alleviation to this problem would be to either give shotguns a one-shot kill from a decent range or to greatly increase their rate of fire. The high rate of fire and damage of assault rifles make them superior at every range to the shotgun.
Generally speaking, there are a few tactical uses for sniper rifles in shooters, but the map design in Dizzel is so basic that there is almost never a good position to snipe from. Most maps have a significant amount of obstructions that minimize the effective range of the sniper rifle, and none of them are powerful enough to bring down a player in one shot, unless it’s a headshot. There are a few maps where a sniper rifle could possibly be utilized, but the fast-paced nature of the game promotes the use of the quicker assault rifles in almost every scenario.
GAME TYPES AND FINISHING MOVES
One thing that Dizzel does actually have going for it is the extensive amounts of game modes. The downside is that pretty much everyone still plays Team Deathmatch. For those curious souls, the other game modes include: Demolition, Annihilation, Predator, Melee, and Shotgun Mode. Most of these are pretty self-explanatory, but Annihilation puts humans against heavily-armored, melee robots and Predator mode gives a single player enhanced capabilities. Additionally, the development team said that they plan on adding more game types and maps in the future.
Brutal executions are supposed to be one thing that makes Dizzel stand out from more lackluster shooters, but in the end the finishing moves seem to interfere more with combat than enhance it. The animations are repetitive, fairly long, and players are vulnerable while performing them. In a game where players die in a matter of seconds, you can’t be caught standing still. According to the development team, they were added to increase the satisfaction of defeating a tough enemy, but if that satisfaction gets you killed in turn then it’s not really worth it.
In the end, Dizzel really fails to impress on pretty much every level. It doesn’t do anything that hasn’t been done before and still doesn’t do that particularly well. The worst part is there isn’t really much room for improvement either. Everything about the game is so generic that it would require a complete reworking for every major aspect to become unique and exciting. I give Dizzel a 5/10 due to its lack of innovation and bland gameplay.
- Works well on low-end PCs
- Decent free-to-play model
- Outdated graphics
- Balance issues
- Terrible voice acting
- No keybind customizations
- Repetitive gameplay