Just kidding. Vaporise the opposition in the light-speed future of sport.

An all new multiplayer experience - easy to pick up, but near impossible to put down, Laser League starts as a simple test of your reflexes, but soon becomes a strategic showdown with deep team tactics.

Combine your class abil “Let’s do something massive in 3D,” they thought. Mabuhay! Laser League is a game about dodging laser traps and projectiles in a neon arena. Jason's Steam library has 1,400+ games at the moment so he definitely has a lot of things to talk about. Despite the 3D graphics, it looks like it could belong on a coin-op machine in the ‘80s.But nailing that arcade simplicity has been tough for OlliOlli developers Roll7. Likewise, the loyal fans of We do hope there are more improvements in store for the game, and, as usual, PC Invasion will keep you updated with the developments.Jason Rodriguez writes for various websites under the Enthusiast Gaming umbrella -- Destructoid, Flixist, Daily Esports, PlayStation Enthusiast, and PC Invasion. And quite a few of us enjoy supporting burgeoning developers that set their eyes into creating hobbies we can all enjoy. Still, it seems that Laser League was just too ambitious of a project for the makers of OlliOlli and NOT A HERO.Roll7 recently announced the following:. It’s by no means the last thing we’re going to make, but for a moment we’re taking some time to reflect and re-energise.We do commend the Roll7 team for their dedication. However, because this is a team game, downed allies can be revived swiftly enough which makes for some very long and nail-biting rounds.It’s a fairly simple concept, but difficult to master. Check out a video of the gameplay below to see how truly hectic things can get.As of today, Roll7 are no longer continuing development support on Laser League. “And that was so close to [the limits of] human perception, that network lag on top made it frequently impossible to do.“Laser League is actually a little bit slower than it would be if we were just making a local game, but it’s just as challenging to a player online because they have these other factors of lag that we need to account for in our design.”A few months ago, after a testing session in Devon, players reported that they had trouble sleeping – such was Laser League’s intensity.“Rad,” Ribbins laughs at the memory. Roll7 created the OlliOlli series, NOT A HERO, and Laser League, and are working with Private Division on the next jump forward in their mission to create awesome, flow state games. It’s intense and precise, with sharp edges reminiscent of Asteroids. Now, Roll7 had to worry about network lag too.“We actually had a point recently where we were looking at some of the higher level mechanics of the game, and the time a player had to realise that a situation was going to happen and react to it with a counter,” Bennett recalls. “But for a longer-term big project, it’s totally unviable.”He speaks from experience: Roll7 used Fusion to build the entirety of their side-scrolling shooter Not A Hero, and “pushed the engine to the edge of what it was capable of doing.” For Laser League, they knew they needed something different: first working with Unity, before hopping over to Unreal Engine 4.“When it came to synchronous multiplayer capabilities, if our game was to live or die by how well the online component was going to work, then we needed to look at Unreal,” Bennett explains. Your aim is simply to last as long as you can and make sure your opponents trip up first. From it’s humble beginnings as Ultra Neon Tactics, Laser League grew into something we are incredibly proud of and something that our players have found immense enjoyment in over the past seven months and beyond. Unfortunately, there are times when you reach for the stars only to fall short. There were people who thought OlliOlli 2 looked like a mobile game. “It’s a refinement process that is probably not going to end for us.”Taking Laser League’s multiplayer online has introduced some intriguing new problems. “And possibly not in a good way.”They’ve since tested again with the same group of people, with less frightening results.“At the end of the session they said, although it was still very intense, they weren’t in that same jacked up, amphetamine phase they were when they first played it,” Bennett says. “We thought it’d be clever because the press wouldn’t be able to abbreviate it, but actually it was childish and stupid,” studio director Simon Bennett tells us.Back then, it was prototyped in Multimedia Fusion, the same tool the team had used to test out their best-loved game, OlliOlli. “Push ourselves way beyond anything we’ve ever done.”“One of the criticisms that had always been levelled at our titles was graphic fidelity,” Ribbins notes. “None of us had any experience whatsoever. All future development and support is being managed by 505 Games.After OlliOlli2 and Not A Hero, we set out to create something far more ambitious than we had ever done before. It makes it easier to play and be creative with what is actually a very technical process otherwise.”There has been a lot of tweaking. With Laser League, [we wanted] 3D sporty dudes, actual laser walls, and huge, futuristic stadiums.”While the technical team worked to port their prototype into Unreal, the rest of Roll7 knuckled down on the art style – landing on a neon aesthetic somewhere between a Daft Punk music video, a GoPro advert, and Tron.The studio soon made good use of Unreal Engine 4’s support for “We have a lot of glowing materials, emissive stuff, and particle effects going on,” Ribbins says.