Review: Rematch

As someone who’s clocked in thousands of hours chasing a digital ball in EA Sports FC and its FIFA predecessors, I approached Rematch with a healthy dose of optimism. Developed by Sloclap, best known for the visceral martial arts title Sifu, Rematch shifts from fists to football in an online-only, multiplayer format. I wanted it to fill the void left by my early burnout from this year’s Ultimate Team grind. But after spending time with it, I can’t say it’s become my next go-to football fix.

Rocket League without the rocket-fueled battle-cars

Rematch lives somewhere between Rocket League and FIFA Street. Like Rocket League, it strips the sport down to its arcade bones, throwing you and nine others into an enclosed glass arena where rules are minimal, and speed is everything. You control a single player in a third-person perspective, emphasising teamwork, positioning, and technical execution over flashy stats. There’s no offside rule, no fouls, no stoppage time. It’s all action, all the time.

The learning curve is sharp but fair. The control scheme is simple enough to pick up in minutes, yet the game demands precision and timing. After a few matches, you’ll be stringing together rainbow flicks and cross-field passes like a pro. The game is built on skill and reaction time, not pay-to-win mechanics, which is refreshing in today’s sports game landscape.

 

When teamwork fails

But here’s the kicker: Rematch thrives or dies based on your teammates. With no AI-controlled squadmates and everyone locked to a single character, you’re only as good as your team’s chemistry. Unfortunately, that chemistry is often nonexistent. In casual play, it’s not uncommon to see ball hogs try (and fail) to dribble through entire teams, ignoring wide-open teammates. The quick-call communication tools help, but only slightly, when most players seem to ignore them entirely.

This issue becomes even more apparent in ranked mode. Ranked only supports 5v5 matches. In contrast, quick-play lets you choose between 3v3, 4v4, or 5v5. Smaller teams make it easier to stand out and sometimes carry a match on your own. Ranked, however, demands tight, tactical cooperation. Without it, the experience quickly becomes frustrating and unbalanced.

A foundation waiting for finishers

There are some positives. The matches start quickly, gameplay feels fluid, and the visual presentation is crisp. The game’s accessibility is admirable, and the character customisation system, complete with prosthetic options, stylish outfits, and seasonal gear, is inclusive and engaging. But these surface-level perks aren’t enough to mask the deeper issue: a lack of variety and long-term incentives.

There’s currently no single-player campaign, and outside of quick match and ranked, there’s not much to do. Cosmetic rewards feel hollow when matches often boil down to being a decoy in open space, waiting for a pass that never comes.

 

 

Technical hiccups also cropped up during testing, though, to Sloclap’s credit, the team has been patching bugs swiftly. It’s clear they care about growing Rematch into something more robust. That gives me hope, even if I’m stepping off the pitch for now.

Conclusion

Rematch has potential, and that might be the most accurate word to describe it. The core concept is solid, the gameplay is responsive, and there’s a clear effort to foster competitive play. But as of now, it’s a bit too shallow for dedicated players and a bit too chaotic for casual ones. If Sloclap can cultivate a stronger community, add more ranked options, and offer varied content, this could become something special. Until then, it’s a flashy first half with a lot of work left to do in the second.

6,5/10

Tested on PS5
Automatische vertaling: Dit artikel werd automatisch uit het Engels vertaald. Daardoor kunnen er kleine vertaalfouten of onnauwkeurigheden voorkomen. Raadpleeg bij twijfel de oorspronkelijke Engelse versie.
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