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Rocket Arena’s blast meter is the best idea in a game that has nothing else to hold it up

Rocket Arena review: Final Strike Games' 3v3 rocket shooter had one great idea, the Blast Meter, but launched with too little content to survive.

By mitch·6 min read
Two armored figures clash amid glowing light upon a narrow arena.

Rocket Arena launched on July 14, 2020, for PlayStation 4, PC and Xbox One. Final Strike Games built it. Electronic Arts published it. It is a 3v3 third-person shooter where every player carries a rocket launcher, and where nobody dies from a health bar.

That last detail is the whole game. Rocket Arena has no health system. It has a Blast Meter. Get hit by a rocket and the meter fills. Fill it completely and the next rocket that connects sends you flying off the map. That is the kill. You do not chip away at a life total until it hits zero. You knock a person out of the world.

It is a clean idea, and for a while it carries the game.

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Trailer, via Rocket Arena – Game.

The Blast Meter Does the Work

Most shooters treat damage as a number that drains. Rocket Arena treats it as a number that builds toward a single, readable moment. A full meter is a warning. Everyone in the arena can see it. The player with a full meter knows they are one hit from gone, and the player aiming at them knows the same thing.

That changes how a fight feels. You are not trading shots until someone falls over. You are hunting for the one rocket that ends it, and you are dodging the one rocket that would end you. The game gives you the tools to dodge, too. Characters are mobile. They can triple jump. They can rocket jump. They can dodge incoming rockets.

The result is a shooter that moves. Fights are not won by standing still and holding a lane. They are won by staying in the air, reading a meter, and picking the moment.

Ten Characters and Ten Maps at Launch

At launch, Rocket Arena shipped with 10 playable characters and 10 maps. Each character has a different set of abilities, and the main weapon for all of them is a rocket launcher. There are also items scattered around the arena that players can pick up.

The roster is where the game’s personality lives. Ten heroes with ten ability sets is a real spread, and it is the part of Rocket Arena that rewards time spent. Learning a character means learning a specific way to move and a specific way to finish a fight. The visuals hold up too, and the characters have enough design behind them to be worth picking between.

Ten characters is not nothing. Ten maps is not nothing. But the criticism the game drew at launch was about content, and it is easy to see why once you count the modes.

Five Modes, Two of Them Deathmatch

The modes at launch were:

  • Knockout, a variant on standard team deathmatch
  • Megarocket, a second variant on team deathmatch
  • Rocketball, where players blast a ball into the other team’s goal
  • Treasure Hunt, where a chest spawns mid-map and the team that grabs it has to defend it
  • Rocketbot Attack, a cooperative mode where three players fight waves of AI-controlled bots

Five modes is a real number. But two of those five are variants of team deathmatch. That leaves three that play differently from each other, and one of those is the co-op mode against bots. A game that ships with five modes and two of them are deathmatch variants is a game asking players to find their own reasons to stay.

Rocketball Is the Best Idea Here

Rocketball is the mode that justifies the whole project. You have a ball. You have rockets. You have two goals. The ball moves when you hit it, and you hit it with explosives, which means the ball is never where you left it and neither is anyone chasing it.

Treasure Hunt is the second-best idea. A chest drops in the middle of the map. One player grabs it. Their teammates now have one job, which is to keep the other team from taking it back. That is a mode built directly out of the Blast Meter, because the carrier is the most vulnerable person on the field and everyone knows exactly where they are.

Knockout and Megarocket are fine. They are team deathmatch with the Blast Meter bolted on, and the Blast Meter is good enough that this works. But they are also the reason the content complaint landed.

The Problem With a Full Meter

There is a real tension inside Rocket Arena’s best mechanic. A full Blast Meter is the most interesting state a player can be in. It is also the state that ends their life. So the game’s most dramatic moments are its shortest ones. You fill a meter, you land the hit, someone flies off the map, and the fight resets.

That is fine in isolation. It is less fine over a long session. Rocket Arena has no health to manage, which means it has no attrition, which means every engagement is a race to one clean hit. Skilled players will find that race thrilling. Everyone else will find it repetitive, because the game does not have a second system underneath the first one to create variety.

The mobility helps. Triple jump and rocket jump give you room to be creative, and dodging a rocket that would have killed you is a genuine thrill. But the ceiling on the game is set by how much you enjoy the same exchange, over and over, with a different character skin on top.

The characters are the answer the game has for that problem, and it is a partial answer. Ten ability sets is enough to change how a match plays. It is not enough to change what a match is.

A Good Game That Arrived Without Enough

Rocket Arena is a well-made shooter with one strong idea and not quite enough around it. The Blast Meter is the kind of mechanic that other games should steal. The movement is generous. The characters are distinct, the maps are readable, and Rocketball is genuinely fun in a way that most objective modes are not.

What it does not have is volume. Ten maps and ten characters at launch is a starting point, not a foundation. Five modes where two are deathmatch variants is a thin spread. The game got mixed to positive reviews, with praise for the gameplay, characters and visuals, and criticism for the lack of content, and that split is accurate. Both halves of that sentence are true at once.

This is a game that needed a second year. It needed more modes that were not variants, more maps, and a reason for players to keep coming back after they had learned the roster. It did not get that time. Rocket Arena was delisted from digital storefronts on November 18, 2023, and shut down on March 21, 2024.

That ending is the part worth weighing. A game can be good and still not last. Rocket Arena’s problem was never that it played badly. It played well. Its problem was that it asked players to commit to a small amount of content and trust that more was coming, and the trust did not hold. The delisting and the shutdown are not a verdict on the Blast Meter. They are a verdict on a launch that did not give people enough to do while they waited.

The Blast Meter deserved a longer life than the game around it got. That is the honest summary. Final Strike Games built a shooter with a real hook, and Electronic Arts shipped it into a market that punishes thin launches. The hook worked. The launch did not.

Rocket Arena is worth remembering for what it got right. It is not worth pretending it had more than it did.

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