Mo' MOBA: Heroes of the Storm review | Technobubble

Blizzard deconstructs the MOBA genre to cook up a friendlier 'team brawler'

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There's more than one way to make a good bowl of chili.

You can change the spices, perhaps mix in certain meats, use different beans or cheeses and come up with a different yet still equally yummy and comforting concoction.

The same philosophy could be applied to video game genres such as multiplayer online battle arena (MOBA) or real-time action strategy scene. To date, the two most popular recipes are "Defense of the Ancients 2" and "League of Legends," with some solid upstarts such as "SMITE" thrown in between. Trying to make your mark against the Coke and Pepsi of a genre certainly seems like a tall order. It's exactly the challenge that Blizzard has decided to tackle, however, as it releases "Heroes of the Storm" to the masses.

At first glance, the game normally referred to as "HotS" on the Interwebs looks like a more graphically polished take on its rivals. Being the newest kid on the block while also having the resources of a big developer certainly works to the benefit of HotS as far as visuals, allowing it sport beautiful detail and vivid colors that pop. Once you start playing the game, however, you'll quickly notice that the game isn't just a graphically pumped up version of DotA 2 or LoL. See, instead of simply emulating the gameplay established by the two 800-pound gorillas of the scene, Blizzard opted to deconstruct the tried-and-true recipe used by both and streamline the experience. Gone are ingrained concepts such as last hitting creeps or minions to deny foes, feeding a hero or champion tasked with carrying the team, and using items to customize characters. In their place, HotS emphasizes shared experience, map objectives and more team fighting.

To many grizzled veterans of DotA 2 and LoL, the changes amount to sacrilege. Some undoubtedly see it as a dumbing down of the game for "casuals" and "less skilled players" who they believe just can't hack it in a traditional MOBA. Closer inspection, however, reveals a method to Blizzard's apparent madness. This is the same company, after all, that didn't shy from making some initially controversial tweaks to intellectual properties such as Diablo III and Starcraft 2. For starters, it's true that HotS' system is more welcoming of newcomers, who tend to get intimidated by the complexities of the traditional MOBA structure. There's also the fact that traditional MOBAs can severely punish players for even little mistakes, potentially earning the ire of teammates who expect allies to play a certain way. In that sense, HotS is more forgiving, providing more opportunities for players to recover from their errors while having a less stressful experience in the process.

Not to say that HotS is devoid of its own complexities. In place of items, for example, HotS offers a range of abilities that allow players to customize their playing style based on the skills they pick up at various levels. Even within the game's various base classes such as assassin, warrior, support and specialist, you can get various builds that change the way an individual character can be played. The game also offers a wider selection of maps, each with their own nuances to think about. The Haunted Mines, for example, require teams to go underground and get as many skulls as possible in a race to summon a stronger gatecrashing golem than what the other team conjures. This requires extra strategy, not just within the mine itself but even before it opens. Do you adopt a 4-1 strategy and try to steamroll enemy defensive structures with the majority of your team ahead of time for an easier golem push later? You also need to think about situations like when to go for mercenary camps up top if you're losing in the mines, when to push or not push with your golem, and how to defend from an enemy golem attack instead of simply typing "gg" while you pick your nose at the core area while waiting for the match to end.

I find HotS to also be less conducive to snowballing if one group gains an early advantage. Part of it is the shared experience mechanic and a more balanced group of heroes as opposed to having one overfed and overpowered character that can wreck teams. Combined with map objectives, this arguably gives HotS greater comeback potential than DotA 2 or LoL. You can have some pretty fun matches where momentum can suddenly swing due to an excellent team push or a botched one. You also can have exciting back-and-forth battles to gain control of map objectives, such as two shrines on opposite ends of the Dragon Shire map that must be controlled to summon a Dragon Knight that can turn the tide at end game. The lack of an overpowered carry character that has to be fed also means it's easier for everyone to feel that they're contributing to actual fights. It's an emphasis that's by design, given Blizzard's preference to call its game a "team brawler" instead of a MOBA. It does make it harder for a singular player to really stand out, though skill is still rewarded even within the more team-based structure.

At the same time, the HotS also has some issues. As a new game, the roster is smaller and buying them can get pricey when using real money. Packs also don't seem to be that great of a deal and you can't get a reduction in price in case you already own heroes from a set that you want to get. Matches also provide a small amount of gold for buying characters than can cost up to 10,000 (or 15,000 for new releases), so it can require some grinding unless you get lucky with your daily reward rotation.

There's also a separate progression level for each individual character, and I'm not talking about the natural leveling up done during the progression of a match. I'm referring to a separate overall hero level for each character that goes up the more he or she is used. While not a bad thing in itself, it also locks certain talents so you can't access a character's complete ability set till you get this to Level 4. This puts folks starting a new character at a disadvantage against folks who have already leveled up their characters, though getting to Level 4 admittedly isn't too hard.

Despite those issues, however, Heroes of the Storm represents a solid entry in the MOBA genre while also providing a different experience from its competitors. Personally, I like the fact that Blizzard opted for a more different approach as producing a straight clone of DotA 2 or LoL doesn't really add anything to the scene. Hardcore fans of its competitors may not like the removal of what they consider key gameplay elements. For others, however, HotS serves up a more accessible experience for newcomers as well as a fresh and quicker-paced experience for genre vets who have limited time or just want something new. If anything, it's a great recruiting tool that might get future fans into the genre who might eventually try out DotA 2 and LoL as well. Ultimately, I wouldn't say HotS is dumbed down — I'd honestly describe it as simply being different. Hey, just because you take out the beans from a chili, doesn't mean it still can't have complex flavors and texture.


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