Tuesday, October 15, 2013

Smashmuck Champions


If you've played Monday Night Combat, Team Fortress 2 and League of Legends, then I can describe this game to you rather easily: Smashmuck Champions is to LoL as MNC is to TF2.

But that's oversimplified and, anyway, I don't think many folks have played MNC. So here are the basics of what Smashmuck Champions is: Isometric camera angle, Character "Champions", minion waves, and a few game modes across fewer arenas.

Nothing stands out in this game, and there isn't anything that brings you back to it day after day. I played it three times and, although I enjoyed it, I think I'll be uninstalling it soon. I just don't have any desire to go back.

I think about SolForge, which had a rocky start to say the least, but has a daily reward system that keeps me interested. Daily rewards are common in games these days, (particularly with F2P games) but they need to offer something you want in order to be effective. In SolForge, the prospect of getting lucky with a big pack of cards in my daily reward is enough to keep me earning them day after day.

Smashmuck Champions is altogether too forgettable. To be fair, I haven't tried all the champs, but I don't really care to, either, and in all fairness that's a bigger problem. It's not that the game doesn't have it's quirks, it's idiosyncrasies, and it's not that those aren't a nice change from the games I play every day, but there isn't enough there that's pulling my attention back.

All in all the game has two major problems: the gameplay, which doesn't stray far from the usual and fails to excite, and the relative obscurity of the title. The latter is a disadvantage not to be critical of the game itself for, but in the realm of free-to-play multiplayer games it's a hurdle that has to either be jumped or worked around. Smashmuck Champions does neither, and as a result the game is all too forgettable.

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