Recently, from September 29th until October 1st, Foamstars hosted an open beta. The event allowed people to get through the game's tutorial, review its cast of characters and their unique abilities, and have a trial run with its slew of multiplayer match types and modes. When the beta closed, Square Enix, the developer and publisher of the project, announced that the next we would see the game would be its release in 2024. Were there occasional server issues or matchmaking downtime problems? Sure, but those problems are par for the course when joining or participating in a free open beta. A common complaint from those who played the game stemmed from some people feeling that certain characters were more powerful or felt unbalanced than others, resulting in a fair amount of repetition or monotony during competitive matches. While I have my fair share of concerns about the game's long-term viability, I also do not think this is an issue that cannot be fixed and would add that this is a common issue with EVERY GAME that hosts a public beta, regardless of genre. Even fighting games from Namco, Capcom, and NetherRealm pull data and input from open betas to rebalance moves and character power levels before a game's official release.

And before I start my screed about why I have zero faith in the game, I must admit it is fun. What impressed me most was how easy it was for people to get the game's core gimmick of needing to build walls and heaps of different colored foams to complete tasks and edge out opposing teams. The various playable characters had unique synergies, and even though you were largely forced to work with random players during the beta, that did not stunt the ability for people to get highly competitive or pick up on team tasks as much as I initially worried it would. Foamstars has drawn obvious comparisons to Splatoon, but it stands reasonably well as its own thing. There are slight modifications on how foam works in contrast to Splatoon's paint-based system, which addresses some of my skill gap quibbles with the latter. Because the foam in Foamstars is three-dimensional, there's more wiggle room for strategy and team-oriented cooperation rather than brute forcing things through min-maxery or "pro-moves" only a handful of ultra-serious players can perform that still have their youthful dexterity on their side. I don't want anyone to interpret that last sentence to mean I don't currently have fun with Splatoon 2 or that you can't. Regardless, the game's ravenous online community takes things too seriously. It also maintains a sizable skill gap between those who want to have mindless fun and those who want to see their numbers go up on the global leaderboard. To Splatoon's defense, this issue develops with any online-focused multiplayer game that lasts more than two to three months.


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Also, the game's style is impeccable. Many people thought the game looked terrible in its first trailer, and I was one of them. Having played it, it makes much more sense when you see it up close and in person. The synth-pop music and the way the surrounding visuals seem to mimic the action make it feel like an early-phase Harmonix rhythm game (i.e., Frequency and Amplitude). The characters available during the beta felt different enough that the game provided me with multiple ways to solve problems on the battlefield using alternate tactics or strategies. You can have the same problem or scenario in front of you a dozen times, but how you solve it depends entirely on who you control. Likewise, the maps and match types show promise and already seem like they have been modified from the standard array of multiplayer team-based shooter match types to ensure they take advantage of the foam-based mechanics and each character's unique abilities. And again, it was magical playing Foamstars and having people you were playing with and against knowing their role or niche in real-time, even if you had no idea who they were. I thought the open beta was a blast, but more than the game's promise is needed to ensure its success in a cramped and brutal market.

Even if you want to push back on my qualms that this genre's unstableness is a problem that clouds any excitement one could have for Foamstars, the lifespan for most of these games outside the big ones (i.e., Fortnite, Destiny 2, Apex, Call of Duty, and Splatoon) is under one year. That's not a lot of time to have a fun romp with Foamstars. Speaking of which, not only does Foamstars need to compete against a slurry of cheap knock-offs and clones of pre-existing team-based shooters, but it also is going to pit itself against the likes of Apex, Fortnite, and Call of Duty because its target audience is the PlayStation 4 and 5 online demographic. That will take a lot of work, underscoring why so few of these games surpass the one-year mark. They are not just competing against each other; they are also competing against unmovable titans that have massive coin purses and coffers to throw at any problems they might face. Rocket Arena, Knockout City, Rumbleverse, Bleeding Edge, Destruction AllStars, Breach, Disintegration, Crucible, Lemnis Gate, Babylon's Fall, Vampire: The Masquerade - Bloodhunt, Rogue Company, Hyper Scape, and CrossfireX all currently reside in the multiplayer team-based shooter graveyard, and all of them either shuttered their doors or ceased updates within one year of their release. You may want to contend that the failure of some of these games stems from extenuating circumstances beyond the crowded market, but even that highlights another issue that is bound to plague Foamstars. Even after a successful public beta, these games always have rough launches beset by the same server or community-related issues, which are nigh impossible to recover from unless you have a massive war chest or fresh bodies to throw at the problem. Square Enix is already in the middle of completing multiple AAA projects, meaning that when Foamstars has the inevitable issues with overwhelmed servers, it will unlikely get the fast development response to keep its community together.

I tried my best to follow Destiny and Warframe, but I enjoy playing new and old games on the side. When I took a reasonable break from both for about a month and a half, I needed to spend upwards of ten minutes processing what was new and what I needed to do to get back into their current meta. If you want to be in the good graces of any of the games of this type, you need them to be your top priority. Even in the open beta, I could see how Foamstars would likely follow that template rather than mimic Splatoon's "Just have as much fun as you can for as long as you want" model. My solution to this struggle for the past two years has been to avoid every single one of these games as they always fall to my periphery due to life obligations or other games coming out, and that means I am the target demographic to adopt and jump into Foamstars when it launches. However, I'm not excited because unless I see that the game isn't going to require those steep expectations, then I don't know if it's worth my time only being partially invested in it.

Played some of that Foamstars beta with a group of friends and we all had a lot more fun than we expected. But all also agreed that if that game is sold at full price it will be DOA. Free to play is the only way that game will have any chance of catching on.

Players who get involved in the beta will be thanked via an "exclusive cosmetic item" for Soa should you go ahead and download the full game when it releases next year. If you're interested, you'll be able to download the beta from the PlayStation Store, and no, you don't need a PlayStation Plus subscription to get foamy.

Given it's an open beta, players will be able to download the game from the PlayStation Store itself without requiring an activation code. Here's everything you need to know about Foamstars's upcoming open beta.

Currently, the open beta is only live for PlayStation 5. However, the game is also scheduled to be released on the previous-generation PlayStation console, i.e., PlayStation 4. As such, a demo for the PS4 version of the game should arrive sometime soon.

Additionally, as a "thank-you" gesture from Square Enix, players who partake in the open-beta stress test will be rewarded with an exclusive cosmetic for the playable character - Soa, upon the full release of the game.

Splatoon-like PS5 exclusive Foamstars will enter open beta today, giving players a chance to try out the game for free. Sony and Square Enix have confirmed that a PS Plus subscription is not required to jump into the party online.

In case you missed it, Foamstars is a 4v4 party shooter for the PS5 and PS4. However, the open beta is exclusive to the PS5. Players will be able to try out two modes: Smash the Star and Happy Bath Survival. Each will come with eight characters to choose from, with different play styles, specialist weapons, and unique skills.

The open beta will also give PS5 owners a chance to experience console-exclusive features like shooting foam with adaptive triggers and haptic feedback. Foamstars also supports motion sensor and gyro aiming.

As previously announced during Sony's recent State of Play livestream, Square Enix's online battler Foamstars is getting an open beta, and it's available now on PS5. You can play the Happy Bath Survival and Smash the Star modes from now until 11:59pm PDT on Sunday, with eight characters up for selection. Your progress won't carry over into the full version, and while there will be a PS4 edition available at launch, this open beta isn't available on Sony's last-gen system.

Smash the Star is team deathmatch while Happy Bath Survival separates the map into inner and outer zones to see who the last team standing is. Anyone who participates in the beta will receive an exclusive skin for Soa in the full game. e24fc04721

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