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artifact had to crush and burn for months with sub 1k players before they realized they had to pull the game (a "finished" game mind you, unlike deadlock) from the store and admit they had to cook it more, only to completely abandon it after some time
a smart studio would pull this beta from the store, revoke invites and redo from scratch a lot of things, the way they rolled invites first and foremost
but i guess losing like what, 90% of your initial playerbase isnt enough of a wake up call
THIS, matchmaking feels broken right now
Rivals looking nice is not a proper indicator of it being a good game. It does look very, very nice, which is a good thing, but proper gaming is about how good a game is to play with your hands on the controls and active decisions being made by you. It's why Nidhog is the second best fighting game ever made behind SF3S and why anime ass like CrossTag sucks.
I think Rivals will have a healthy lifespan just a bit shorter than Overwatch 1 had. The reason I think this is because it has cancer Hero Shooter game design.
Also, Rivals was probably in development for a while before it was announced, right? It didn't just appear on the day it was revealed? My guess could be, development started proper on the Hero Shooter version of Rivals around the time Blizzard were screwing around badly with Overwatch 2, with the Rivals crew sensing blood in the waters.
Honestly, I hope Rivals does well. I just don't think it's made to last without constant character updates (It has characters in spades it's Marvel ffs), it's core game play just isn't good enough to stand on it's own.
Valve have made mistakes before, and they aren't afraid to pull the plug. Thing about Valve is, they spend a long time on projects. The ones that get forgotten are the ones they don't remake during development.
TF2 was planned to be half RTS half Boots-shooter. Back in the late 90s. They scrapped it outright and re-made the whole thing. I think they did that twice.
L4D was just gonna be Evolve. Valve take on their teams with the intent to have them as part of the Valve team and work the project to perfection, and they clearly knew that whatever Turtlerock had in mind originally wasn't gonna cut it, so they changed the kind of zombie game they were going to make and turned it into L4D.
Portal was just one long tutorial, baked masterfully.
DotA2, like it or not, had years as DotA, so it already had a working formula.
Artefact and Underlords? I don't know that process, but they both feel like attempts to expand the DotA brand than any attempt to make a decent game. The MtG 'creator' supposedly worked on Artefact, and I've heard it was good actually but I'm frankly happy that an MtG offshoot is dead.
Deadlock is not an attempt to enhance an existing IP. Deadlock was also re-imagined at some point in development. In fact, it seems to have been re-imagined twice. 10 months ago now, it was a futuristic cringefest of hip youngsters with jetboards and totally radical lazer blasterz! Shortly after that, it was a less cringe, potentially cool, slightly more contemporary setting with car parks and no damn neon, but still futuristic.
Now, it has an actual art direction that isn't just Overwatch but smarmier, which would have made me die from cringe.
Also, Deadlock, as it is now, is fun and good and you know it is because you're complaining about patches. That's how you know you care about the game.
So random, You either stomp the enemy team and finish the game in 13-15min or get stomped and the game finishes in 13-15min. Am still waiting for drastic MM changes.
you can only make one first impression and deadlock fumbled it super hard with most players
They're having the same ♥♥♥♥♥♥♥ mentality that made the studio behind concord ♥♥♥♥♥♥♥ die in seconds
Yeah. This games looks that it has potential for other modes but boom, game was deliberately designed to never be played on different unique gamemodes. Casual Valve is officially dead.