You know, the only online Valve game I've played was Counter Strike. All the games like Dota 2, Team Fortress 2, yeah, missed out on a lot of those. They've been comfortable not working on anything for the past decade or so, and with no official news on Half Life 3 as well.
But hey, least we got this, or I did. I was invited over 2 days ago to try a technical alpha for Deadlock, their new MOBA shooter inspired a lot by early 20th century culture. With characters of various abilities ranging from magic, steam punk, bio punk, arcane, etc. It's never made clear about why its premise was chosen, without much of a background story on it.
What I can say, is that I did a lot of have fun. Despite being brief, and with little playtime to boast about, since Valve allowed the servers to have a small window for game testing. I see around a few hundred people playing this, and I have to say, if this gets its kinks worked out, Overwatch might die.
The tutorial works like this, getting started is basically a PowerPoint visual presentation of what game mechanics exist and how to do basic stuff like dodging, jumping, attacking, using abilities, as well as using the gliders to transport in one specific lane.
All the necessary stuff needed, before heading to training in using a hero, then learning how to push the lane with minion spawns. As for jungling, there's a different way this game works with that, and I'll get to it in a bit later. Each lane is protected by guards, and walkers. The main nexus is heavily guarded, so by that point, team effort is essential in order to win.
Each hero has 3 abilities and an ultimate. And not the "oh I played Smite and Paladins, I can spam these" type of abilities, the most comparable ones I can come up with. No, the abilities are unique, very useful, and define the character's roles in each match. They contribute to helping minions, tower damage, crowd control, and taking out enemy heroes. We duel out, and it becomes tactical, picking the right time and spot to fight off, there are many possible ways to dish out damage.
Plus dodging and avoiding takes skill too, there's a way to completely escape by dodging and then timing the jump button to distance myself out, getting to cover. As well as double jumping. God forbid, in mid-game, the enemy hero has enough currency and ability points to utterly destroy me.
In the MOBA's case, it's termed feeding. I could fight well, and up my KDA game, but it also means going back to the shop somewhere as well as retreating to heal without being attacked from the side. Which factors in the highly nebulous, yet intriguing map designs. That is filled with creeps, crates full of stat bonuses, hidden areas, mystical beings giving you bonuses, and more.
Like, that's stuff you know from the Dota games. Being aware of what the map provides, finding out creeps that provide buffs, while earning currency, which in this case is spirit points. This map is based around a borough of New York, I believe, and it has so many of Indiana Jones sorts.
I can't make much comment regarding how it immerses me into its world, which would help. But regarding gameplay, it's solid in working around exploring different parts of the environment.
The hyperactive lane pushing and dueling is what makes this fun to play. Really, it's well-rounded, I don't have to go back to base for shopping for items as these shops are scattered in-between certain lanes and areas. As for item building, and picking abilities, I know there's like guides online, but 90% of the suggested items to buy, which and when are correct.
It's only the few, maybe even custom item lists for certain builds that entices experimentation and ideal builds for different playstyles. Of course, nothing is set in stone yet, and I have no clue about how all the items work yet. I just buy what I could, and let my skill do the rest.
If they can make Dota 2 work, why not this? Well, there are various things to look at. One is the hero rosters. I played around 4 of them, DPS to tanks to supports. There's no just support, obviously subclass is divided because every hero pushes lane and engages in combat. Also, this is a third-person action MOBA, with a lot of verticality involved.
Early game, it builds up, it doesn't want me to go aggressive and just push for lane while poking at enemies, depending on what's going on, if an enemy team wins from my lane or my other teammates' lane, they can take advantage of that and help out their teammate's lane through ganking. That's where jungling comes from, mostly high DPS types can take advantage of, but anyone can farm, look for crates that offer stat bonuses, as well as souls to find, and so on.
Exploration is tricky, requires memorizing, but it's just one map, no big deal. Except for when they decided on release to give us different modes to play, including team objective based modes. This is a 6v6 game, it's a MOBA because of the one I played.
The day comes when it comes out, while Overwatch is still struggling to get player retention. Just leave the dead horse be at that point. Valve will easily take over.
Some gripes I guess is the lack of information, this game has a bit of a high learning curve. I mention the map exploration, there's also this mini-task of transporting a vase in order to get extra spirits for the entire team. League of Legends has Baron Nashor, this one has something gold. I don't know, I don't even think I should kill it first to obtain the buff needed.
It's also very hectic during team fights. Ultimate ability in burst are very messy, believe me, most of these heroes have life ending ultimates. They can be dodged or avoided, but not in the way you would think. Coordination is important, thankfully the ping system is helpful.
There's very little detail that's out about this. It has absolutely small sliver of information out about it, outside of name tease and it being so-called Valve's short ambitious project. Because there's so much to talk about, I didn't even mention the part where I have to shoot floating spirits from minions in order to obtain them. I can even deny enemies of having that.
Also, no worries about late game being busted. Even if we're close to being beaten, there's always ways to come back. Also, do note of the long respawn time, early game it's short, not looking after lanes is a big mistake. Multiple facets to cover, I think this one is going to be great.