Great video. I hope more stealth games learn from Freelancer and create gameplay where making small mistakes don’t induce complete fail states. I like stealth games for the moment-to-moment gameplay and for the puzzle of figuring out how to navigate a level unseen for that 100% rating, but I also hate stealth games for the constant reloading.
Ever since playing Disco Elysium I’ve started thinking more and more about the fail-forward design philosophy and the general desirability of making failure interesting instead of inciting save scumming. It’s a problem in a lot of games, but none more than stealth games, I think.
It’s been Deadlock the last couple of days since I got the invite. Not sure if I’ll stick with it. The game has potential but I think I might be too bad at it to ever have fun playing it. Farming is insanely important and between lacking precision aim for last hits and not understanding neutral camp flash farming strats I guess I’m just always behind on economy.
I do alright in fights themselves and feel like I can theoretically perform with a couple of heroes at least, but that doesn’t really matter once you get out statted.
Maybe I’m just getting too old for fast paced shooters, it’s been a while since I played one.
Others have suggested Deadlock and that really sounds like the perfect game for you two, but be aware of one thing: it does require shooting. In the laning phase last hitting and securing the orbs from creep kills by shooting them is absolutely crucial, as the game will snowball out of control if one team outfarms the other.
As I recall there are two decisions. First you get the choice of the Astral Tadpole, which opens the outer ring of mindflayer powers and gives you black veins in your face and the status “half-Illithid”.
Later - as part of the ending - you can decide to become a full on mindflayer, because for some arbitrary narrative reason the mcguffin can only be operated by one.
Yeah but even that is pointless because there are literally zero consequences to accepting the Astral Tadpole! Even though you’re half Illithid supposedly it all kinda just goes away in the happy ending. I don’t get it.
I don’t know if it’s been culled by now in patches, but when I played there were still lines by the narrator talking about the consequences and “if you do this, there’s no going back” regarding the brain worms. All lies, it turns out.
I have no clue why they cut it, but having it actually impact your potential choices and your endings would be thematically appropriate and make for fun and difficult gameplay choices, I would have thought.
The lack of consequences for the brain worms - and lack of rewards or even mentions for abstaining! - was part of why Act 3 soured me on the game quite a bit. Come on, not even a silly achievement for not using any Illithid power all playthrough?
I believe it. There was a steamcommunity post last year detailing all the cut content. I believe some of it has been added back through the patches (I only played through the game once, around launch).
To me the tadpole consequences is the most egregious, as the whole system and decisions connected to it feel so hollow when they end up not mattering at all.
I’ll wait for some more performance reviews and maybe even a few patches, but this sounds promising. Was looking forward to this game so I’m glad it seems like it delivers.
As someone who hadn’t even heard about Monday Night Combat until you brought it up, I’d love your take on how they compare after you’ve gotten some games in. Looking it up they do seem to have overlaps.
I never played HotS but I played Dota 1&2 for many years. Recalibrating for Deadlock hasn’t been easy, despite being familiar with stuff like last hitting.
The farm thing is what stands out to me most, as you can’t really play passively if you feel like you’re outmatched skill-wise in Deadlock. In something like TF2 or Overwatch you can play more defensively if you feel disadvantaged, but here what will happen is you’ll fall so far behind on farm you’ll never be able to contribute.
The map feels too small and the pace too high, somehow, and 4 lanes seem too many. It’s been hard to feel like you can leave your lane and gank without opening too much of a vulnerability on your “home” lane. This exacerbates the problem of one lane getting stomped and that snowballing into an unstoppable victory.
It’s very possible all these problems diminish with good team play, though. This might be one of those games you can’t enjoy properly without organised team play and active voice comms.
I can see potential in the concept - needing to push and farm and take down neutrals or world bosses creates micro objectives and incentives for player movements and varied gameplay circumstances emerging from it. The shooter framing makes for a faster-paced style compared to Dota/League, and the ability and item system adds complexity and customization which increases the skill ceiling.
I think a big issue right now is balancing. The game is very snowbally and if there are catch-up mechanics in place I haven’t found them. So not losing the lanes is super important and whichever team builds a lead over the first couple of minutes tends to extend that into running the enemy team over. It also makes matchmaking and team skill gap a big problem (just like all MOBAs) since if you have a bad player they have a double negative effect: not contributing and feeding the enemies.
Apart from the aesthetic I do think the hero designs are pretty good (both in looks and gameplay) and the map has been pretty great - lots of traversal options and verticality.
I’ve had some decently fun matches today, but it’s a very uneven experience.
I’ve only had the chance to play a handful of matches but I can echo those sentiments so far, I think. Another disclaimer though is that I’ve only played random matchmaking, not any premade stacks or squads.
The resource battle sets the gameplay experience apart from stuff like Overwatch or TF2 - and not really in a good way (so far). It does get very snowbally, but if it’s intended to be a team-oriented game like Dota it’s possible I’m not seeing all the intended catch-up mechanics. It does seem like whichever team gets the best start just wins on stats, which makes the quality of matchmaking impact your fun a LOT. Uneven teams lead to very boring matches. I’ve also run into the classic Dota problem of “finish plz” - where a dominant team farms kills outside your base instead of finishing the game.
All aspects of the game are clearly alpha though - and there is potential here. Like highlighted the map is great and I think the hero designs are good (both visually and mechanically). With both four abilities and four slots for active items the game looks to be making its niche complexity and high skill ceiling - much like Dota (unsurprising given Icefrog is designing this).
I also think the MOBA aspect of pushing and farming isn’t necessarily a bad concept as it does introduce a bunch of micro-objectives which drive player movements and create emergent gameplay. It just needs better balancing I think.