https://twitter.com/HenryGcsgo/status/1227299841459605507
"Hello! Strap yourself in. I had the chance to spend a day playing #ProjectA at Riot EU. Today, I'm allowed to share some of my initial thoughts and impressions. Please bear with me, I can't go into too much detail about the specifics of a lot of the gameplay until a later date.
If you're reading this and you're not familiar with what I do; I am known as HenryG, primarily a CS:GO commentator and former professional CS player. Down a similar vein to these upcoming tweets, I was also part of the first ever play-test of CS:GO in 2011 at Valve.
First of all, at its core, Project A is essentially a round based, 5on5, tactical shooter (most similar to CS:GO as a twitter surface level comparison), with the better (and slightly diluted) elements of class/hero based FPS games such as Overwatch or Apex Legends, for example.
The game mode we had access to was MR12, DE/SnD with a A & B bombsite with an attack/defence swap at half time.
In my opinion, these aforementioned classes and their own unique 'abilities' should be seen as tactical utility instead of potentially overpowered spell/ultimate combinations that other class-based games suffer from.
Generally speaking, 'abilities' primarily need to be purchased at the start of a round instead of earnt over time with the same economy reservoir as the weaponry.
The gameplay and gun mechanics are super slick and satisfying. On the build I played we experienced pretty well balanced and varied hitscan weapons that had their own unique spray patterns and best method(s) of approach for your situation or position.
Similar to CS:GO, with the economy system, you could partially invest into rounds with less-fire power to take a gamble on a round and enter with basic abilities/utility.
You can have a great time playing without having to rely too much on the abilities to assist you in your game.
Saying that, there's nothing more satisfying dropping a successful combo of movement mechanics abilities that isolates your opponent to buy space before pulling the trigger on the killing blow.
All classes have access to the same generic weaponry via an economy CS:GO fans wouldn't find too difficult to adjust to. Generally speaking a 1 bullet headshot with one of the primary rifle(s) [with any class/hero wielding it] will do enough damage to take down an opponent.
One of the most exciting elements of the game to me was the map design. They have been beautifully created and follow Counter-strikesque familiar lanes and choke points. With the focus on game-play substance, rather than flowery aesthetics.
I will be creating some initial content at a later date where I can dive into a lot more specific information. For now, I will say that this is a very exciting title that is being built by the right people that has the potential to be one of the giant titles of the FPS space.
I will leave you with this bombshell: