Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024 Июнь 2024 Июль 2024 Август 2024 Сентябрь 2024
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
18
19
20
21
22
23
24
25
26
27
28
29
30
Game News |

Deadlock gives me the same feeling Dota 2 and Team Fortress 2 did before they consumed my life

Last-hitting is so mind-numbingly boring in most MOBAs. The first fifteen minutes of the match are wasted on this little dance picking off lane creeps right before they die to ensure you get the gold from their death. Games like Heroes of the Storm or Gigantic have done away with last-hitting, or even creeps entirely, but they lose that satisfying sense of progression you get from slowly racking up cash to spend on powerful items. I admit it’s part of why these games work, but frankly, I’ve been sick of it for a long time.

With thousands of matches between League of Legends, Dota 2, Heroes of the Storm, and Smite, I was sure I was over this whole MOBA thing. If I have to kill one more lane creep, I thought, I might just lose my mind. When I saw Deadlock’s multicolored lanes and waves of creeps, I was worried it’d be banal—late to a party Valve itself helped start some 15 years ago. But I quickly realized Deadlock is not Dota, nor is it Overwatch or Valorant; it’s something completely novel which flips the MOBA on its head, not by stripping anything away, but by expanding on it and implementing a full decade of lessons learned.

My favorite example of this is last-hitting. Dota used to have the genre’s most interactive take on last-hitting because you can also deny enemies last hits by killing friendly creeps before they can. The problem is denying is not intuitive; new players struggle to last-hit in the first place, let alone last-hit their own wave to properly manage a lane. In Deadlock, last-hitting is two-fold: you need to kill the creep to get half its cash, and then shoot the soul orb that floats out of it to get the rest. But if your opponent shoots the soul orb first, they get it.

Immediately, laning is a part of the video game I signed up for rather than a dull prologue. Trades with your opponent are the emphasis; from the second you both arrive in lane, it’s a head-to-head game of Duck Hunt where the quicker draw always wins. And while this mechanic has some fine print, it all adds richness. Because income is shared with nearby teammates, support characters can join in on the gold farming other games reserve for item-dependent carries. Because melee last-hits cinch a full payout without releasing a soul orb, short-range tanks like Abrams aren’t compromised against characters with long-range harassment.

Deadlock is an iteration on the MOBA, but it’s not an incremental one. While so many games have come and gone angling to “reinvent” the genre by shifting the camera angle or tweaking a few mechanics, this game is so stuffed with new ideas it’s difficult to appraise just how much depth it all lends.

(Image credit: Valve)

Have ult, will travel

Take the map, for instance. PC Gamer staff writer Harvey Randall had plenty of astute things to say about Deadlock's lanes, and that geometric genius extends to the whole Cursed Apple. Other MOBAs have a jungle, the space between lanes where players farm gold by killing hordes of NPCs. Deadlock has a concrete jungle of its own, but that over-the-shoulder camera allows for some devious design.

Immediately, laning is a part of the video game I signed up for rather than a dull prologue.

For one, the map is highly vertical, with skyscrapers and dangling ropes allowing for dastardly escapes across the Z-axis. Building interiors are filled with dead ends, stairways, tight corridors, and distracting apparitions; running away has never been more fun in a MOBA than right here, and it’s owed in part to the excellent map.

It’s also owed to Deadlock's advanced movement, which is more reminiscent of modern shooters than the RTS mods making up most of Deadlock’s DNA. There’s a universal melee bind as well as parry mechanics and a stamina gauge. Air dashes, extended rolls, dodges in each direction; it all adds a rock-paper-scissors tactical richness to every encounter. If I want to engage I might roll in and use an ability, risking a melee counter-attack; but if I react in time, I can parry and practically guarantee a kill, or opt for a more cautious dodge roll and save my cooldowns.

(Image credit: Valve)

Ganks for the memories

This might all sound like it invalidates gunplay, and it kind of does, relatively speaking. For instance, two of my favorite heroes, the duo Mo & Krill, have a piddly gun that’s only there to poke and secure kills. The real meat of the character is in their ability to tunnel beneath enemies and knock them all into the air, disarming them and locking one down with an extended stun. Headshots and long bombs do play a role, but they’re always second to securing the economic lead, using powerful abilities to win teamfights, and effective rotation around the map.

Deadlock takes a format that seemed to crystallize and stagnate with Dota 2’s success and upheaves the status quo.

Each lane comes equipped with zip lines, Deadlock's method of fast travel between spawn and lanes. Other MOBAs offer limited teleportation, a speed boost when leaving base, out-of-combat mounts and so on. But Deadlock’s solution is to let players zip around at lightning speed from spawn to each of its lanes—so long as they don’t get shot off of it and stunned for an easy kill.

Each team controls the length of their zip lines by pushing toward objectives in each lane, so rather than trivialize all the fighting happening below, that precious mobility becomes yet another resource to fight over. The more lane you control, the faster you can get there.

There’s a ton to be excited about with Deadlock, but most prominently, I am excited that this MOBA pushes the genre into genuinely new space. It might look from the outset like just another hero shooter or even just another MOBA, but Deadlock takes a format that seemed to crystallize and stagnate with Dota 2’s success and upheaves the status quo. It’s not “like League of Legends, but with guns” or “if Dota had a different camera angle;” it’s a properly new thing altogether, and I feel like I’ve barely charted the depth on offer here.



Читайте также

Default app 3 (Кейс симулятор Standoff 2)

Эти игры настолько сложны, что доведут вас до безумия

Helldivers 2 devs took fan outcry to heart and made the new Napalm Barrage an absolute monstrosity




Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.


Персональные новости

Онлайн автомобильный отчет vindetective как профессиональный инструмент

Соцфонд проиндексирует пенсии работающим пенсионерам в феврале

Комфортная среда для жизни: создавать и поддерживать развитие

Руководитель Уссурийского ЛРЗ Желдорреммаш Александр Корчемлюк вошел в состав 8-го созыва депутатов Думы Уссурийского городского округа