With
this in mind, how much time and dedication is required to formulate a
balanced judgement, when the game in question has been designed
without an end, a game that is unfinished for that matter? 10 hours?
50 hours? 100 hours? Try (a
shameful) 200 hours. It should be noted that I didn't need
200 hours to form an opinion of
Super Monday Night Combat, it just sort of happened (and will
continue to do so).
The
nature of a FTP (free To Play) game, offering the base game to
players at no cost, allows producers to add content on a regular
basis; players are then able to unlock this content through
dedication and in game currency, or through real world money. FTP
games are updated more often than any other genre or type of game; in
most cases, content is added or adjusted weekly. This leads me to
question whether it's possible, or even fair, to review a game that
may change the day after the reviews publication. Considering this, I
feel as though I should change the title of this 'review':
Super Monday Night Combat
Super (not so) definitive 'impressions'
(working title)
Super
Monday Night Combat is a FTP MOBA, (Free To Play Mulitplayer Online
Battle Arena) a recent addition to a trending genre. While the game
has been accessible to players since before the end of last year
through means of Beta keys, the game officially launched prematurely
on April 18th, months before its intended release, due to
confusion regarding beta invites and players of the previous game.
Its early release has not hindered Uber Entertainment's future
plans for the game, as they aim to introduce the features intended
for the release build of the game through regular updates.
While SMNC plays very much like a MOBA, in which players must escort AI bots to the enemy base while defending their own, its 3rd person action combat is an unprecedented take on a genre that is currently saturated with games akin to top down, dungeon crawlers. SMNC is a departure for the original Monday night combat, to a point where its strict rules and punishing gameplay may alienate previous players who are not acquainted with the
nature
of MOBA gameplay. Incidentally, veteran players of traditional MOBA
games with top down gameplay, may find the addition of 3rd
person action and shooting mechanics an uncomfortable deviation.
Dungeon
crawler gameplay is not the only recurring element in the MOBA genre,
as many games adopt a fantasy aesthetic to compliment their growing
rosters of magical playable characters and pay homage to the World
Of Warcraft mod that the MOBA genre has derived from. Super
Monday Night Combat, in a bold move, completely disregards fantasy
for a futuristic aesthetic. The arenas in SMNC each vary in setting,
from a western themed mining colony to a re-purposed Aztec themed
time-share estate. These arenas are all tied together with a
consistent futuristic bloodsport game show theme; spectator stands
hover above the arena, commentators deliver humorous speeches
advertising fake products, trash talk each other and deliver updates
based on the match.
It may look pretty, it may look clean, but hella' killin' going on at Loco Moco Ruins
The element which really drives home SMNC's unique futuristic setting is the characters, or 'pros'. Pros are clones of previous contenders of the gameshow, each character has a vastly different identity from one another; be it a Martian sniper, super intelligent ape or a 1990's superhero. The size of SMNC's roster as of this 'review' is tiny in comparison to other, long established MOBA games; this can be seen as both a disadvantage and a benefit. The small roster not only reduces the amount of characters of which Uber Entertainment can monetise (view that how you will), but the comparatively vast range of champions the likes of League of Legends has to offer may also seem more appealing. However, the small amount of characters allow players to hone their skills with a specific pro faster than you would in another MOBA, the weekly rotation of pro's makes it likely for the same character to appear more frequently in SMNC than any other MOBA. The few characters that a player is likely to be opposing allows them to learn attack patterns and other required knowledge vital to a competitive team game.
I said Cheston was super intelligent, and I stick to my guns
The
overall visual treatment of SMNC evoke similarities with Team
Fortress 2, particularly
the
characters. This is a greatly beneficial attribute, due to the speed
of gameplay in SMNC it is imperative to know which character an
opposing player is using. SMNC pros are coherent from a great
distance away, due to their exaggerated silhouette and attacks. The
arenas in SMNC are also completely symmetrical and clinically clear
of any obstacles; the speed of SMNC matches rival those of TF2
and require a photographic memory of arena layouts without the worry
of accidentally colliding with a cosmetic environmental asset.
MNC takes a few other things from Team fortress 2, other than just design methodology
The
premature launch of the game has led to inevitable teething problems.
While bugs and glitches are constantly being ironed out with each new
update, Uber are tasked with
accommodating for an influx of new players that may potentially
disregard the game as being alienating, while also tending to the
established veterans of the beta who constantly crave new pros and
arenas. While it's not fair to deliver a review of any kind to a game
that's not quite finished and has new content added weekly, these
impressions deliver a verdict based on fundamental elements that are
not likely to change.



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