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So before it entirely loses relevance they start work on not just a visual overhaul but an entirely new installment that is built from the ground up in the new engine. This doesn't just mean some sharper visuals and textures but an entire re-imagining of everything, what you can reasonably expect from a sequel.
Naturally the core of what makes Smite the game it is will always be there, so in that way it will be very similar. You could see it as what they do with fighting game sequels, keep the core the same and improve everything around it. Just a considerably bigger project given everything they have to honor from a live service title.
This should give a better idea of the feel:
https://youtu.be/DfoQpONQTl4
They will be bringing back all Smite 1 gods at a hastier cadence, for the closed beta they said they were aiming for 1 per week (If they can manage it) those alongside new gods in the mix of course.
Nothing, it's like overwatch 2 lol. They need some buzz since nobody play the original, they release the same game) with a 2 at the end of it.
https://www.youtube.com/watch?v=YIsR2WezGcI
Looks exactly the same
Haven't had a chance to even look at it. Thats sad.
I loved Paragon, but never did enjoy the art style in Smite, I played allot of loki and i did "enjoy" it... i just never loved it.
Dam epic for killing Paragon... i will never forgive u.
Remove the UI and it looks almost indistinguishable from SMITE 1 with the exception of some effects like Ymir's Wall which could have been improved in SMITE 1 with a better model/animation.
At this point, the only "benefit" to SMITE 2 would be performance stability.
And unfortunately they expect their players to foot the bill when I don't think anyone asked for this. But they think redoing the exact same game on a better engine with slightly better effects will make the player base skyrocket and want to spend money again? It just seems like such a small upgrade they probably just should've invested in trying to optimize it as it was, saving tons of redevelopment and upsetting players by wiping all your smite 1 progression?
I don't work for HiRez nor have I seen its actual code, but I have to assume they were dealing with extreme technical debt. Basically a series of bandages to fix bigger and bigger problems. I'm pretty sure it was in a place where simply optimizing S1 wasn't an option and starting from the ground up in a new engine afforded them a clean slate to make the game without so much spaghetti.
That doesn't make S2 better than what it is, and what it is is underwhelming. I love Smite, so I hope they actually get S2 to a place that it thrives, but it aint lookin good, I just don't think it was anything nefarious nor do I think they had many options left at this point.
It would have made more sense to just rewrite the code in UE3 which has decades of support, of which Hi-Rez already has extensive experience with. This would have been faster and cheaper too.
Instead, Hi-Rez is having to learn a new engine that is 2 generations more modern than what they are familiar with. Also, UE5 has less support, which means that the development will be confounded by growing pains and missteps. It seems that Hi-rez is operating under the misconception that a shiny new tool will somehow compensate for terrible developers who are disconnected to what fans wants.
The only valid explanation for SMITE 2 to make such a dramatic leap in engines was that some higher-up in the SMITE development team managed to trick the executives to waste money on a brand-new engine. However, making a new MOBA in 2024 is a terrible investment even if that MOBA is a sequel. Hell, I would argue that SMITE 2 being a sequel will actually hurt the game since people who already are familiar with the SMITE brand but don't want to play will not even try SMITE 2. Also, the controversy regarding skins not carrying over will result in many players (including whales) abandoning the series altogether.
I believe that is actually the problem devs have brought up. Because the code is so old, newer people they hire have no idea how to use the older engine.
That makes no sense. UE3 is so ubiquitous that this programming language would be in any gaming developer's arsenal. On the contrary, UE5 is new and its unlikely that someone would know UE5 (which is more expensive to license) but not the older versions.
Things in UE5 have been more refined making it more efficient to work with, it also has many more posibilities that would otherwise take an obscene amount of extra time as they would have to make new tools to achieve the same thing.
All those things have surely been carefully considered before making the jump.
To be fair, SMITE 1 *is* running on an 11 years old engine. Switching that out, and keeping everything the same, would almost be worth a sequel on it's own.
Buuuut, they actually are doing a lot of changes, in particular in regards to putting more stats into items and less into characters, and adding activateable items. They also fundamentally toned down CC (which is hard to do for a live game with 100+ gods, but pretty easy for an entirely new game where you have to overhaul/redo all gods anyways).
That should give SMITE 2 an entirely different meta from SMITE 1, and already puts it way outside of the joke Overwatch 2 became.