Sleeping Dogs developer United Front Games has finally revealed it’s new take on the MOBA genre with action brawler Smash + Grab. Instead of either having lane minions or none at all; S+G allows you to fully customize four extra characters that join you in game, each with varied play styles and personalities allowing you to define a play-style that works for you.

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The story is rather simple: Due to extensive abuse of trickle down economics America has turned into a series of dystopian megacities fueled by corporate interests. The resulting economic crash has given way to an underground blood-sport blandly called “The Competition” where competing groups of gang members fight to the death while hitting local stores for cash. First to Fifty grand wins!

What I like the most is the insane cell shaded realism mixed with hardcore dystopian imagery and subtle references to everything vaguely related to the concept. Characters wear masks similar to Payday and The Purge, soldier around like The Warriors, plays like a grown up State of Emergency, and unites it all with modern multiplayer principles. The result is the game is not only fun to play but it’s insanely fun to watch players maneuver around trying to balance murder and personal gain.

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Unlike your typical MOBA the game is designed to inspire teamwork instead of just asserting teamwork is involved. Replacing gold and levels in-game each character has access to a basic weapon and as new stores open better weapon options, each with two craft-able modifiers from the materials you’ve stolen. As later levels of stores become available you gain access to better and more interesting weapons and modifications to apply to them. You want to hit every weapon store you can though, as your gang has at-least one guy for each weapon type. 

The clock is constantly counting down to zero, each time it does another series of stores opens including another tier of each weapon; and the final tier includes two gigantic stores filled with cash intended to finish out the game. The downside to this is with more experience players the stores vanish off the map quickly, which can leave two to three minutes where there is nothing to do but fight the enemy for no reason but to hope you will win the fight (Therefore risking the ability to get the stores when they come up!) and it just seems like almost anything could be thrown in to make this downtime enjoyable.

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There are currently seven different characters (with two more coming soon)  as well as a cavalcade of secondary lieutenant characters for each in game faction. Every character also has an unlock-able soldier type that opens up more specialized play-styles. Besides the normal play styles there are Raiders that specialize in breaking open stores and getting extra or faster loot; serving a crucial role in the games strategy as players weigh their targets. 

And man is it a blast to play! The basic Ransack game mode map is a tried and true three zone map coated in power-up dispensers, urging players to experiment surging forward to ignore closer storefronts in favor of ones closer to your enemy. It’s fast paced, blood pumping action at it’s finest dotted with strategy. 

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The biggest problems that Smash + Grab is facing in it’s Early Access is a series of optimization issues; tons of players including myself are experiencing horrible frame rate losses when combat starts, black screens, outright freezes, and other problems that seem to plague CPU’s not made this week. Because players can buy the game, boot it up, experience a glitch, and immediately refund it now on Steam it’s been hitting the active user base hard. I’m usually waiting three to five minutes for a match. Thankfully the developers have been on top of it and the game plays a little better every patch. 

 

You can get it now on Steam Early Access; and for a limited time a giveaway contest is in place showering players with alienware and S+G gear ending October 8th!

You boot up your game, and see “Oh, I just need to play a few more matches” for one reason or another. You start playing, and you see that some of your teammates are not doing well (but it’s ok). Then the end of the game comes and you get called out; called one thing or another, or your game statistics aren’t nice enough to look at.

I was surprised that this behavior has been around in Heroes of the Storm ever since K/D/A was introduced, but it dawned on me that I rarely get hassled for my kill numbers, but actually for the “Hero Damage” statistics that have always existed in the game. Those who play other games will recognize most of their community behaves this way, and always has. I quickly stopped playing League of Legends and its re-skins for the same reason. Where the Kills/Deaths/Assists hurts is when you factor in characters like Lt. Morales that is supposed to be healing and not focusing on kills. Kills in general are not worth focusing on in a game with a clear objective like a MOBA.

Gamers very rarely see themselves as the problem, which is obvious in the way they word their insults. Terms like “Toxic” and “Troll” imply that the person using the name is some kind of gamer elite capable of passing damning judgement on others. For instance say your team decides to just leave you alone and ignore you the whole game; suddenly you are a noob/troll/whatever for going around alone when it’s their fault for not supporting you. I personally blame the double football-field sized arena that these games occur in with only a part of the team size such a sport typically has. There is always some strange claim that “it just enables mobbing” when that’s the basic strategy to win in MOBAs; just gather in a big wave and strike them down. 

The thought occurs to simply remove all statistics one could use to statshame people, but the underlying assholiness (it’s a word) will still be there. Seeking help on the forums just leaves you prey to the forumites that will swear up and down you are wrong, black is white, and water is grey just to get some personal gratification. In my experience suggesting anything on the forum just leads to somebody telling you in longhand that trying to make changes is wrong, and if you do things a specific way you can do it “right”. I wholeheartedly disagree with that premise.

When I am given a choice in the game, each choice should be worth looking at. Sadly there tends to be an obvious choice when in comes to many of the special abilities I find in recent multiplayer games. Plus the tendency for them to get copied over from other games makes it increasingly difficult to figure out what everybody telepathically demands you choose.

Would cranking up the amount of team-mates help? By itself no, because then the tendency is to crank up the map size to the extent where players are still prone to isolating themselves now with the added problems of players that do understand teamwork. There needs to be a dedicated effort to rewarding team play behavior, or there is simply no reason if solo hunting works so well. I have been doing testing work for some mysterious beta games, and have noticed that even 10v10 leads to rampant lone wolfing. There is simply no mechanical benefit besides winning fights to teamwork; in fact there is potential to lose points with team killing.

I honestly think the main issue is the long list of unwritten rules every forumite will cram down your throat of traits games that they like must have or they are not hardcore enough. I frequently bring up that new multiplayer games are trying their best to only have player characters in play, with no AI present at all. Not only is this easier to code, but the devs save thousands of hours of coding and balancing by only building “half a game”, that is to say only using player input and minimal environmental effects such as instant death pits. The common rebuttal is that killing AI is no fun. (Let’s put it this way, if you derive any fun whatsoever from playing any single player game, you know that’s BS) Blindly turning away the tactical and strategic possibilities.

Planetside 2 is “half a game” in that it only utilizes player soldiers and player operated vehicles with almost no automated systems. There are no legions of AI infantry running from base to base. Since ALL soldiers are players, the standard player methods are used to organize them: Clans and Squads. It should come to no surprise then that the forumites will tell you the only way to play with teamwork all the time is to join a clan and offer no alternative for those that want a real war experience. Never-mind that any “real” intergalactic army would likely have better ways to organize their troops, or care at all about spreading their armies logically.

Playing Planetside 2 usually results in the same process of leaving a base, getting sniped, leaving base, getting strafed, leaving base, getting shot because our 2 inch thick armor is made out of goddamn paper, logging off. The instant action button just puts you in a place that is being contended. Snipers are most viable when there are few important targets, which is what happens when there are only 10-20 enemies to kill. If there are a hundred soldiers swarming the base, the sniper may have a lot of targets but he can’t kill them all. This issue is going to sound familiar if you play a lot of shooters, since the new trend is for a small 5 versus 5 team size on maps as big as an air carrier.

There is a slight reason to this. The more players you have involved makes the server demand greater and the lag harder to deal with. What players unfortunately don’t understand is that AI don’t have this problem because the information that drives them is client based. Everybody’s game plays them out, and then all ask the server if this is correct changing accordingly; where if the games and server don’t agree then severe lag can occur such as “rubber banding”. It’s only when we have to track thousands of separate open AI questions does this start to tax players. This is why many shooter guns “hitscan” rather than act as a fully scripted bullet with speed and trajectory; It’s easier for the server to just be asked “Do I hit?” than track hundreds of bullets flying around.

There was one MOBA I tested that started out initially as Victory Command, then shifted names a few hundred times until it re-re-re-re-released on Steam as Battle Battalions while changing NOTHING. It’s a 5v5 elimination match where each player has a squad of units that do not respawn. Because the game size is so small most of the game is spent just going from point to point avoiding conflict unless you have allies nearby to fight with you. Such is the fate of essentially every MOBA strategy game I have come across. The designers are so focused on making everything die so easily that having a lot of something makes no real difference if everything has splash damage.

My overall point is that the time of small “competitive” multiplayer games is going to fall out of style sooner rather than later if there is no innovation within it. Heroes of the Storm is fantastic in that there are unique and interesting characters; but failed in balancing these characters to be worth using over the traditional, boring heavy hitter splash damage characters. I remember in All Points Bulletin the AK47 weapon used to be very good, until of course it was nerfed beyond belief so that sniper rifles were better on average. There is a clear design bias against novel, interesting methods that instead favors the same four or five combat roles Gygax invented in the 70’s.

We’re going to see a new wave of larger and more team friendly games with a bigger emphasis on team functionality than kill boards. As fun as it is to eliminate enemies there needs to be a little more to the game than that.

Going back to BlizzCon 2014, we’ve been following the development of Blizzards upcoming First Person Shooter/MOBA mashup, Overwatch.

The gaming community has seen a handful of gameplay vids, but this time around we get to meet the light on her feet Tracer!

Try keeping track of Tracer in this complete, unedited match from an early version of Overwatch, captured in 60fps on PC. Here, Tracer plays on the defensive team in Hanamura, a Point Capture map set in an idyllic corner of Japan.

In normal Blizzard fashion, they’re being tight lipped on release dates. We DO know that the game will be released on both PC and OSX.

If you’d like to sign up for the Overwatch head on over HERE!

HOLY CRAP FOLKS! Blizzards take on the MOBA is ALMOST HERE! Heroes of The Storm is only a few months away!

Announced today on their official blog, Blizzard bears it all.

Heroes of the Storm will launch with more than 30 playable Heroes, over 130 Skins, 14 steadfast mounts, and 7 dynamic Battlegrounds, each with unique challenges to overcome—and even more Heroes, Skins, Mounts, and Battlegrounds are on the way! Over the last year we’ve also implemented over 430 different color Tints across our Heroes, Skins, and Mounts to help you customize your look so you can brawl in style. These color options will continue to be unlockable for free as you play your Heroes and seek to master them on field of battle. Rest assured that we’ll have even more exciting Heroes developments in the coming months.

I for one, am extremely excited for this title. I’m not a HUGE fan of MOBA’s, but respect the genre and its popularity. It’s a game of skill, where the players ability shines through. I equate games like LoL and DOTA 2 to that of Counter-Strike. The best part of Heroes of The Storm  is the crossovers! Who doesn’t love a good crossover?!

 

A dark, tactical combat multiplayer game set in the dark fantasy world of the Legacy of Kain series, Nosgoth was available at E3 for gameplay and we were lucky enough to try it out.

Nosgoth is set in period of time previously unexplored in the Legacy of Kain mythos, allowing the game to exist within and draw upon the lore and conflict at the heart of the canon while still being able to flesh out and build their own world.

Hunter and Scout battle in the upcoming free-to-play multiplayer arena Nosgoth

Hunter and Scout battle in the upcoming free-to-play multiplayer arena battle game Nosgoth

The game is a deceptively simple four on four multiplayer; four humans vs four vampires battle over a complex, vertical map with plenty of hidey-holes and escape routes. What sets Nosgoth apart, however, is the asymmetrical gameplay that is the heart of the game: humans, restricted to range only classes, must rely on their teammates in order to survive; while vampires–all melee classes, with powerful sprints, the ability to walk up walls and deadly ambush skills–are meant for solo ganking at an almost OP level.

Players an load out in any class and change classes mid match (the new load-out goes into effect after the next death). Combat is fast, mostly intuitive, and relies on players knowing both their class and their teammates’ classes strengths and weaknesses.

At the end of each arena battle, players switch–humans to vampires, vampires to humans–requiring players to be able to fluidly change between range to melee, as well as between the distinct classes available.

A Reaver goes in for the kill in the upcoming multiplayer arena game Nosgoth.
A Reaver goes in for the kill in the upcoming multiplayer arena game Nosgoth.

Even with only one arena to play in, Nosgoth was a lot of fun. With the basic combat ideas relatively straight forward and easy to grasp for newcomers, but a (promised but not yet seen) deep customization to allow for long-term tactics and strategies, Nosgoth offers a intriguingly easy introduction for the new player while hinting at a complexity to keep long-term and experienced players interested.

Square Enix is working alongside developer Psyonix on Nosgoth. Psyonix has worked on Gears of War, Unreal Tournament 3, XCOM: Enemy Unknown, Homefront (multiplayer), Bulletstorm and Mass Effect 3.

Nosgoth is free-to-play and available for PC on Steam. Players can register for the closed Beta or become a Founder here.

Check out the trailer below, and let us know if you’re excited about Nosgoth, already burnt out on the glut of 4v4 MOBAs or somewhere in between!

Blizzard’s announced that their yet-to-be-released MOBA, Heroes of the Storm, will be in closed Beta testing in early 2014, and that sign ups for the Beta are now open on their website.

In case you’re not sure if Heroes of the Storm is something you’d like to play, below is the trailer.

Trust us, you want to play it.

Blizzard Entertainment’s newest game, Heroes of the Storm, is a Multiplayer Online Battle Arena, where heroes and villains from across Blizzard lore are available to play in a variety of battle grounds.

You may be wondering in what world would Kerrigan and Thrall, Tyrael and Uther, Arthas and Zeratul co-exist? Well, it’s not a world, per se, it’s the Nexus.

The Nexus is a transdimenisional vortex that pulls together the greatest warriors and strategists of the Blizzard mutli-verse–and allows us to see who would win in a fight, Uther or Arthas?

See below for an in-depth interview on the making of the Nexus:

http://www.youtube.com/watch?v=L86h_2qD2k0

Following the Wonder Woman and Nightmare Batman character profiles released last month, Turbine Entertainment today revealed two new character videos. Today’s release features Gaslight Catwoman and Poison Ivy, and each profile gives us a pretty good idea of what each character’s abilities are.

Turbine, of course, also developed the much loved Lord of the Rings Online, so I’ve got high hopes for this one. Hopefully an OS X version is also in the works! Watch the new videos below, and let us know what you think!

The free-to-play title is set to release later this year, with a closed beta beginning on May 8th? Did you get an invite?

Infinite Crisis is a new entrant into the wildly popular MOBA genre that delivers a heart-pounding competitive player vs. player battle experience set in the legendary DC Multiverse – a world in which familiar DC Comics characters have been reimagined in startling ways.  Featuring a wide variety of DC Comics heroes and villains, Infinite Crisis puts players in control of twisted incarnations of their favorite characters throughout the Multiverse such as Nightmare Batman and Gaslight Catwoman, playing in league with well-known characters including Green Lantern and The Flash.

Last week, DC and Warner Bros. Interactive announced a new free-to-play arena title called Infinite Crisis. The game is being developed by Turbine, the same folks that crafted the acclaimed MMO The Lord of the Rings Online. A short trailer for the game accompanied the announcement, but aside from that, most of what the title offers remains a mystery.

Today, two new character profile videos were released for the game featuring Wonder Woman and Nightmare Batman. Each profile gives a good look at the character and what they’re capable of, and also features plenty of new in-game footage.

Watch the videos below, and let us know what you think! If you like what you see, you can apply for the closed beta at the game’s official website.

Infinite Crisis is a new entrant into the wildly popular MOBA genre that delivers a heart-pounding competitive player vs. player battle experience set in the legendary DC Multiverse – a world in which familiar DC Comics characters have been reimagined in startling ways. Featuring a wide variety of DC Comics heroes and villains, Infinite Crisis puts players in control of twisted incarnations of their favorite characters throughout the Multiverse such as Nightmare Batman and Gaslight Catwoman, playing in league with well-known characters including Green Lantern and The Flash.

With a name like Awesomenauts, you are setting a high bar of expectation that your game is going to be, well, awesome. Given that Ronimo Games developed Sword and Soldiers a few years back and that that game was really fun, I was willing to believe that the name accurately describes the game. After my time with Awesomenauts, looks like I was right!

Since this is a MOBA (Multiplayer Online Battle Arena) game, the story is not really needed, but in short, you are a group of mercenaries hired to mine for Solar while trying to destroy the other factions Solar drill. Honestly, if I didn’t have friends that were into these style of games, I would be confused on how to actually play Awesomenauts. I have watched plenty of matches of my friends in Heroes of Newerth that I understood the basic concepts of what to do and not do. Essentially, the goal of MOBA games are to destroy the opponents base by taking out their towers that stand in your way. A.I. characters affectionately known as “creeps” help you in your teams push to get to their base. The strategy of MOBA’s is to know when to retreat. Getting killed is a bad thing since you will feed the other team money and experience that will make them stronger. Teamwork is a must in order to win. Going commando will just end in disappointment from your teammates.

It seems that in all the matches I have played so far, only 3 of them felt like the players on both teams knew what to do. Most of the times, I ended up in games where the victories were so lopsided, I never got to get past level 4. I’m not sure how many games of this genre have been released on consoles except for Monday Night Combat so I can’t blame the players all that much. This is a new concept to them and most haven’t figured the nuances yet. Ronimo Games put in a practice mode as well as a tutorial when you first start Awesomenauts to get new players to the genre a basic understanding of the game’s mechanics. Hopefully in a month after release, players will become more comfortable with it all. Until that time, I am going to use that to my advantage before I get crushed by better players.

I love the character class designs. Adding crazy names like Clunk, Voltar and Froggy G mixed with a cartoonish look brings those feelings of waking up early on Saturday morning to watch my favorite cartoons while eating a bowl of cereal rushing back. That put a big smile on my face. If only cartoons these days could still be that way. Depending on what class you pick, your style has to change with it. Obviously going with a healer class, you’re not going to be on the front lines. Usually grouping with one of your teammates and some creeps is the way to go. Picking the bruiser, you will be the front runner in taking out the towers and creeps. I went ahead into practice mode to get a better feel for the characters. This is a good idea since if the character you like is picked, you are familiar enough with another that is available to be a benefit to your team.

Starting off, only three characters are available to you with more unlocking as you level up. Leveling up is possible in practice mode which could both be a good thing and a bad thing. Good for unlocking some of the characters you want to play while learning the game, bad for unlocking more powerful upgrades before jumping into a real match. That could potentially turn people off from playing since they will feel like they can’t win. The truth is that as long as you have good teamwork and a good sense of when to attack and when to fall back, anyone can win.

I can see Awesomenauts being a great intro to MOBA games for the console crowd as well as a different and fun take on the genre for the veterans out there. Playing alone is fine but getting the game on a console your friends will play with you on is a way better experience. Just don’t blame Ronimo Games when you get the urge to watch all those old cartoons on Netflix after playing.

Editor’s Note: Ronimo Games developer Jasper Koning cheated Jonathan out of an Awesomenauts victory at E3 by using a Game Genie hack. He swears it to be true to this day! He WILL get his rematch! HE WILL!!!!