


Much like the pre-mission areas in last year’s much-maligned ANTHEM, these story segments feel threadbare and the contents could have been weaved more effectively into the mission banter. The intra-mission hub areas offer exposition and warmly funny non-sequiturs from your squad, as well as a way to collect salvage challenges. The villain is intriguing but barely shows up for the campaign’s entire first half. Storywise, Disintegration is fine for the most part, even if events ultimately boil down to good robots vs.
#DISINTEGRATION PS4 UPGRADE#
There is also an upgrade system that has you hoovering up salvage like Ratchet & Clank, freeing up slots to equip augment chips found in missions. Mixing up abilities on the fly as Romer’s primary weapon (which varies between missions) offers crowd control, feels satisfying. That being said, the squad combat makes up for the linear mission structure. Commands range from basic movement and environmental interaction to class-based abilities. The equipment allows him to fly around and over the battlefield, barking orders at his fellow armatures. Protagonist Romer pilots a Gravcycle, which is a fancy name for a bike that moves like a jetpack. What does set it apart from the pack is its blending of squad-based mechanics and mech-like command movement. It would be harsh and a little unfair to call it derivative, but that compulsion is hard to resist at times. Similarities with titles like Destiny and ANTHEM range from story elements to more obvious stylistic lifts like the Tower-esque hub areas you walk around between missions. Disintegration has been in development for some years and along the way, it’s picked up a few traits from the current sci-fi shooter stock. Let’s get the obvious out of the way first. Gravcycle celebrity Romer Shoal (gotta love these names) is busted out of his prison and joins up with an outlaw militia, who want to stop Rayonne before they give the remainder of humanity an out-of-body experience.
