Demigod is fucking wierd and not in a good way
Posted: 2009-04-14 06:52pm
Demigod looks wierd. Ripped off a WC3 mod, made by the idiots that made Supreme Commander suck, delivered by the guys who think Sins of a Solar Empire is balanced, it's not off to a good start.
It's a hero-based, short-throw RTS with tech trees pretending to be Diablo loot items like DotA, where you fight across a map to destroy the enemy base/achieve enough kills/gain dominance. The heroes are different enough from each other and contain four different playstyles. It's apparently angled as a 'casual' game as it's short, quick, relatively simple and team-based.
None of these things are true.
It's not 'casual' to have a 'shop' with about 50 items that you have to essentially memorise to buy in a reasonable time. The first act of the game is to buy items, so 'casual' players are going to piss their team off by browsing for 30s+ in the critical early phase. The skill trees are similar and there is no 'out of game' way to look at this - the only way to gain experience with the item list or skill list is to play and piss off your friends. The ludicrous nature of buying boots of speed for a giant walking castle or full plate for a naked woman in a giant flower needs no comment.
It's not simple - it just has obfuscating tooltips. While it's stolen good UI ideas from MMOs, the tooltips are NOT updated or presenting real numbers, so they'll say 'omg ur stabby does teh damage' and you have to look elsewhere (a fullscreen popup) to see the net effect. The buffs from items are not presented as icons as spell buffs are.
The maps are interesting yet massively bland. One takes place on the back of a snake held by a marble statue of a man IN SPACE. However, the actual play surface is boring as hell (the ground isn't even normal-mapped to make the tiles look better) and the 'towers' and 'forts' etc are exactly the same between maps and generally just look like low-poly dicks hastily glued on. Overall the presentation is more that of a mod than a game in development for years, which is ironic.
An interesting mechanic is that of 'war rank'. I've not seen this before but I doubt it's original - while your heroes gain levels and get skills etc (starting the battle at level 1) your team overall has a 'war rank' that limits the maximum level of skills or upgrades available, which acts to keep the early game slower and prevents people raping up one side of the skill tree, and in the games I've played it takes about 15m to get to rank 10 where everything is available.
The game has balance issues - the pvp heroes are WAY better than the minion heroes, simply because minion damage is so low - and the defences can be either meaningless or super-useful depending. Some of the skills in particular seem overpowered, generally the spike or debuff abilities. The online stats reflect this, with Giant Castle Man and Angel with Harpoon Gun easily ahead in wins, win:loss and overall points.
However, all this said, the play is interesting. You can play minions or direct pvp, you've got buffers, healers, dps, aoe, everything neat (except tanks due to the aggro system). Players working as a team can get major synergies from other heroes. It's even possible to sink your money into upgrades for your whole team. I haven't played any decent multi yet (with people are aren't tards) but it has the scope to be interesting when played with a full load of human players.
I'm curious if anyone else has played this, as there was some silliness with the release date. It's not out in AU for May sometime, but I got it online for teh cheeps. I don't expect this thread to see any traffic of course, since it's not self-indulgent or talking about bad roleplay.
It's a hero-based, short-throw RTS with tech trees pretending to be Diablo loot items like DotA, where you fight across a map to destroy the enemy base/achieve enough kills/gain dominance. The heroes are different enough from each other and contain four different playstyles. It's apparently angled as a 'casual' game as it's short, quick, relatively simple and team-based.
None of these things are true.
It's not 'casual' to have a 'shop' with about 50 items that you have to essentially memorise to buy in a reasonable time. The first act of the game is to buy items, so 'casual' players are going to piss their team off by browsing for 30s+ in the critical early phase. The skill trees are similar and there is no 'out of game' way to look at this - the only way to gain experience with the item list or skill list is to play and piss off your friends. The ludicrous nature of buying boots of speed for a giant walking castle or full plate for a naked woman in a giant flower needs no comment.
It's not simple - it just has obfuscating tooltips. While it's stolen good UI ideas from MMOs, the tooltips are NOT updated or presenting real numbers, so they'll say 'omg ur stabby does teh damage' and you have to look elsewhere (a fullscreen popup) to see the net effect. The buffs from items are not presented as icons as spell buffs are.
The maps are interesting yet massively bland. One takes place on the back of a snake held by a marble statue of a man IN SPACE. However, the actual play surface is boring as hell (the ground isn't even normal-mapped to make the tiles look better) and the 'towers' and 'forts' etc are exactly the same between maps and generally just look like low-poly dicks hastily glued on. Overall the presentation is more that of a mod than a game in development for years, which is ironic.
An interesting mechanic is that of 'war rank'. I've not seen this before but I doubt it's original - while your heroes gain levels and get skills etc (starting the battle at level 1) your team overall has a 'war rank' that limits the maximum level of skills or upgrades available, which acts to keep the early game slower and prevents people raping up one side of the skill tree, and in the games I've played it takes about 15m to get to rank 10 where everything is available.
The game has balance issues - the pvp heroes are WAY better than the minion heroes, simply because minion damage is so low - and the defences can be either meaningless or super-useful depending. Some of the skills in particular seem overpowered, generally the spike or debuff abilities. The online stats reflect this, with Giant Castle Man and Angel with Harpoon Gun easily ahead in wins, win:loss and overall points.
However, all this said, the play is interesting. You can play minions or direct pvp, you've got buffers, healers, dps, aoe, everything neat (except tanks due to the aggro system). Players working as a team can get major synergies from other heroes. It's even possible to sink your money into upgrades for your whole team. I haven't played any decent multi yet (with people are aren't tards) but it has the scope to be interesting when played with a full load of human players.
I'm curious if anyone else has played this, as there was some silliness with the release date. It's not out in AU for May sometime, but I got it online for teh cheeps. I don't expect this thread to see any traffic of course, since it's not self-indulgent or talking about bad roleplay.