I recently had the chance to participate in Blizzard
Entertainment’s ‘Heroes of the Storm’ Technical Alpha. I’m not a huge MOBA
(Multiplayer Online Battle Arena) player, I like to dabble in one every now and
then but never play regularly enough to excel past standard knowledge. Although
I would like to become more skilled at titles such a ‘League of Legends’, the entry barrier is so high & the time
requirement is often too much for those with other commitments. Never the less,
here’s my first impression of ‘Heroes of
the Storm’.
‘Heroes of the Storm’
is Blizzard Entertainments take on the successful MOBA genre; it sticks close
to the key pillars of gameplay but offers enough twists to the formula to make
it unique.
Players choose from a pool of familiar faces from various
Blizzard games to represent them on the battlefield. Heroes fall under one of
four specific classes:
- Assassin
- Warrior
- Support
- Specialist
As mentioned previously, all of the standard MOBA elements
are present in ‘Heroes of the Storm’.
From what I’ve played, gameplay focuses on frantic team battle situations
rather than buying items, levelling up & slowly pushing the lanes towards
the enemy’s base. Don’t get me wrong, destroying the enemy’s base is still the
aim-of-the-game but from the matches I was involved in, I’ve seen players
grouping together and engaging in all out team combat scenarios from the get go
which allows for some extremely hectic on-screen visuals. This moment-to-moment
gameplay is a direct result of the exclusion of items. Other MOBAs like as ‘League of Legends’ & ‘DotA2’ have in-game stores where players
can buy & sell items with gold. In place of this feature is the ability to
choose from a handful of ‘talents’ at different level intervals. Think of the
talent system as a skill tree for your hero with each level barrier having the
choice of five options that alter abilities and stats.
On top of these features, Blizzard has incorporated two very
different elements to the genre. One of which is the ability for every hero to
use a mount. Players begin matches with a mount; it’s used to traverse the map
much faster than on foot. Skins for those mounts vary from a standard horse to
a dire wolf and even a rainbow unicorn.
All skins are purely cosmetic and can be obtained through a quick
microtransaction. Players begin matches with a mount, it’s used to traverse the
map much faster than on foot. The second feature, in my opinion, simplifies the
game and lowers the entry barrier almost to the point of a ‘casual’ experience.
Instead of each individual player levelling up his or her character, the whole
team levels as one. This allows teams to engage in more enjoyable scenarios
where everyone is able to be of some help in one way or another without the risk
of being killed instantly by a higher-level hero. This is a fantastic way to bring
in new players who may not be as skilled as others but I feel that a more
skilled mode may be necessary to maintain a more hardcore following. Possibly a
mode where team levelling is disabled and players level up their hero by
themselves, much like ‘League of Legends’.
Maps are fantastic… that being said… there’s only five. Matches
are played out on one of a five of maps that have multiple objectives on top of
the standard ‘destroy the enemy base’. One map sees players fighting for
control over two shrines in order to gain access to the statue in the middle. Once
activated by the team who control both shrines it unleashes the mighty dragon
knight that one player then controls. Another sees players killing minions in an
underground section part of the map to collect one hundred skulls. Once all of
the skulls have been collected two cave trolls will appears on the map (one for
each team) and how many skulls each team collected indicates the strength of
that teams troll. The maps are well thought out and add plenty of variety to
keep you on your toes during a match.
That leads me to my one issue with ‘Heroes of the Storm’; there just isn’t enough depth at the moment to keep the hardcore fans invested. At this stage, the game has a much lower entry barrier than other MOBAs, which may be enough to establish a fan-base but certainly not enough to maintain one. There’s nothing addicting about the gameplay, no in-game shop and small hero roster. That’s not to say that I don’t like ‘Heroes of the Storm’ because I do, there’s just nothing to keep me coming back. Other MOBA’s like ‘League of Legends’, ‘DotA2’ and even ‘Infinite Crisis’ are appealing in their own way but they also hold onto those core MOBA values. Developers drip-feed the community new characters, tweek the stats of characters & items and generally patch the game on a regular basis and this consistent re-evaluation just isn’t there for ‘Heroes of the Storm’ yet.
Remember, if you liked my preview and you want to see more, follow me on Twitter @DylanPerrett or subscribe to my YouTube channel, 'The Quiet Gamer' for some fun and sometimes inappropriate Let’s Play videos.
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