By the end of the session, I was dismantling the more maladroit players as though I'd been playing for months rather than minutes. With each death I learnt something, and then I was in another match in 30 seconds, utilising my newfound knowledge. There was no tutorial beyond some instructional billboards in the pre-game area, but I found I didn't need anything more than that. That's barely scratching the surface, but there's little point going deeper into it because an hour with the game will teach you what you need to know. It's simple and familiar, and provides a solid foundation on which developers Iron Galaxy quickly pile complexities such as jump attacks, throwable items, and special skills that you must learn by reading magazines in between fights. You've got basic attacks, which can be blocked, and vicious attacks, which are unblockable but can be dodged. Rumbleverse's big spin on the battle royale formula is its focus on melee combat. Yet those two hours I spent playing Rumbleverse might be the most fun I've ever had in a battle royale. I've sunk thousands of hours into Apex Legends, Fortnite, Plunkbat, Hunt: Showdown, Warzone, and various other behemoths of the genre. I found myself absolutely desperate to play more. Two hours later, at 1am in the morning as the servers shut down, I happened across a second, far more unexpected thing. I downloaded and installed it in short order, and jumped right in. First: I got the opportunity to dive into Rumbleverse's action-packed 40-player matches far earlier than I'd anticipated, as part of a one day early look at the game. Two things happened later that day that I did not expect. "Well, that looks terrible," chortled I, knowing full well that I'd still give it a go at the earliest opportunity because I am an absolute sucker for battle royales. When I finished watching The Game Awards reveal trailer for Rumbleverse, the new Epic-published battle royale game that looks a bit like Fortnite but with melee combat, I raised a practiced eyebrow of derision.
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