The setup couldnt be simpler.

And what makes Straftat so riveting is that these tournaments are assembled from amassivearray of maps.

These maps vary wildly in theme and structure.

A player aims a gun at another player crossing a bridge above them in Straftat.

Its like a compact, deathmatch variant of Unreal Tournaments Facing Worlds, but theres a twist.

Even the more trad arenas brim with tactical potential.

Indeed, many maps are defined by the weapons they make available.

A player hops over platforms in an obstacle ridden, deconstructed map in Straftat.

Cycling through all this variety is tremendous fun, especially given the speed at which Straftat moves.

The answer is that its mostly excellent, although its inherent scrappiness sometimes works against it.

Movement recallsHalf-Lifeand its sequel in how sleek and clinical it feels.

The player wields a gun on an icy map.

Weapons too, are largely gratifying to wield, though their handling is less refined than the movement.

For the most part, this pairs well with Straftats grimy, ramshackle aesthetic.

But some weapons, like the elephant gun for example, would benefit from meatier feedback.

The player aims their gun at an enemy they’ve just finished, a pool of blood lies at their feet.

Melee weapons need the most work, lacking proper bodily animations for attacks.

There are a few other nits I could pick.

I wish the maps had more distinctive names, for one.

Aiming a large turret at a stone pillar.

Straftat, though, outguns them all, huffing casually on its cigarette as it knee-slides into the future.

A brutalist, grey head statue in Straftat.

The player looks at a weapon pickup next to a bloodied corpse.