Our Initial Thoughts on Valve's 'Deadlock'
Summary
TLDRIn this episode of 'Topical Punch,' the Second Wind team discusses their experience with 'Vals Deadlock,' a new MOBA hero shooter. With varying backgrounds in MOBAs, the hosts share their thoughts on the game's blend of hero shooter and MOBA elements. They debate the game's accessibility, strategic depth, and character design, noting its potential while also pointing out areas for improvement. The conversation touches on the game's mechanics, map design, and the challenge of appealing to both MOBA and hero shooter fans.
Takeaways
- 🎮 The podcast 'Topical Punch' discusses the new MOBA game 'Val's Deadlock', focusing on the closed Alpha test experience.
- 👥 The hosts have varying levels of experience with MOBAs, from several hundred to over 4,000 hours played.
- 🔍 The discussion explores the game's balance between MOBA and hero shooter elements, with differing opinions on its success in blending the genres.
- 🤔 Nick, with less MOBA experience, found the game less accessible due to the genre's notorious steep learning curve and skill gap.
- 🏹 Jay, an experienced MOBA player, appreciated the game's faster pace and less rigid lane structure, which he found more accessible.
- 🎯 The game's mechanics, such as the ability to quickly move around the map and the verticality, were praised for enhancing the gameplay experience.
- 🛡️ The hosts noted the lack of clear character roles and the absence of traditional MOBA roles like ADC or support, which could confuse new players.
- 🎨 Jesse criticized the game's art and design, feeling the character models and color schemes were unappealing and lacked cohesion.
- 👾 There was a general consensus that 'Val's Deadlock' has potential, especially if it can attract players looking for a blend of MOBA and hero shooter gameplay.
- 📈 The hosts suggested that the game's success will depend on effective marketing and clear communication of its unique selling points to the right audience.
Q & A
What is the name of the game discussed in the 'Topical Punch' episode?
-The game discussed in the 'Topical Punch' episode is 'Vals Deadlock'.
What genre does Vals Deadlock belong to?
-Vals Deadlock is a new MOBA (Multiplayer Online Battle Arena) and hero shooter light experience.
How many hours of MOBA experience does Jay have across different games?
-Jay has about 4,000 hours of experience across various MOBAs including Dota 2, League of Legends, Heroes of the Storm, and Paragon.
What is Nick's experience with MOBAs?
-Nick's experience with MOBAs is limited, having tried Dota 2 for a week and Smite 2 briefly after trying Deadlock.
What feature in Vals Deadlock helps players get back into the action quickly?
-In Vals Deadlock, the zipline feature allows players to quickly get back into the action.
How does Vals Deadlock handle the traditional MOBA lane structure?
-Vals Deadlock has distinct lanes but allows for a more free-form playstyle without strictly enforcing specific character roles in each lane.
What are the three main attributes players can upgrade in Vals Deadlock?
-In Vals Deadlock, players can upgrade their characters' attributes in weapon, vitality, and spirit.
What is one aspect of Vals Deadlock that the panelists found lacking in terms of character roles?
-The panelists found that Vals Deadlock lacks clear character roles and class definitions, such as support or jungler, which are common in traditional MOBAs.
What is one feature of Vals Deadlock that the panelists found appealing in terms of gameplay?
-The panelists appreciated the third-person shooting gameplay in Vals Deadlock, noting that it felt solid and enjoyable.
What concern does the panel have about Vals Deadlock's ability to attract players from both MOBA and hero shooter communities?
-The panel is concerned that Vals Deadlock might not fully satisfy players from either the MOBA or hero shooter communities due to its hybrid nature, potentially not focusing enough on the aspects that make each genre appealing.
What is one suggestion the panel has for improving Vals Deadlock's appeal to hero shooter players?
-One suggestion for improving Vals Deadlock's appeal to hero shooter players is to introduce more uniform objectives and a clearer focus on the shooter elements of the gameplay.
Outlines
🎮 Introduction to 'Topical Punch' and 'Val's Deadlock'
The video script introduces the show 'Topical Punch' with hosts Casey, Nick, Candra, and Jesse. They discuss their familiarity with MOBAs (Multiplayer Online Battle Arenas) and their experience with games like Dota 2, League of Legends, and Smite. The main topic of the episode is 'Val's Deadlock,' a new MOBA shooter game in its closed Alpha test. The hosts share their initial thoughts on the game, highlighting the blend of MOBA and hero shooter elements. They also touch on the difficulty of getting into MOBAs due to the skill gap and complex game mechanics.
🤔 Balancing MOBA and Hero Shooter Elements in 'Val's Deadlock'
The hosts continue their discussion on 'Val's Deadlock,' focusing on the game's balance between MOBA and hero shooter elements. They debate the game's accessibility, with some appreciating the less structured lanes and faster-paced action, while others feel it lacks the depth and strategy of traditional MOBAs. The conversation also covers the game's mechanics, such as the zipline feature for quick map traversal and the importance of last-hitting minions for experience points. The hosts express concerns that the game might not fully satisfy fans of either genre due to its hybrid nature.
🎖️ 'Val's Deadlock' Gameplay and Character Experiences
In this segment, the hosts delve into their personal experiences with 'Val's Deadlock,' discussing the gameplay feel and character abilities. They mention the game's simplified upgrade system with three main attributes: weapon, vitality, and spirit. The hosts express varied opinions on the game's mechanics, with some enjoying the shooting and movement aspects, while others feel the strategy elements detract from the action. The conversation also touches on the lack of clear character roles and the need for better UI and explanations for game mechanics.
🌟 Final Thoughts on 'Val's Deadlock' and Its Potential
The hosts wrap up their discussion with final thoughts on 'Val's Deadlock.' They acknowledge the game's potential, especially in the mobile space, but stress the importance of proper advertising to attract the right audience. Some hosts express disappointment that the game did not fully convert them into MOBA enthusiasts, while others remain optimistic about its future. They also comment on the game's aesthetics, noting the need for more coherent art direction and storytelling. The conversation ends with the hosts thanking viewers for joining their discussion and looking forward to future episodes.
Mindmap
Keywords
💡MOBA
💡Hero Shooter
💡Val's Deadlock
💡Skill Gap
💡Map Awareness
💡Verticality
💡Zipline Feature
💡Lanes
💡Macro and Mechanical Gameplay
💡Character Roles
Highlights
Introduction to the podcast 'Topical Punch' and the topic of discussion: the new MOBA game 'Val's Deadlock'.
The hosts share their experiences with MOBAs, ranging from Dota 2 to League of Legends and third-person MOBAs like Smite.
Nick's brief and unsuccessful foray into Dota 2 and his subsequent experience with Smite.
The discussion on the difficulty of getting into MOBAs due to the skill gap and the complexity of map strategy.
Jesse's preference for a hybrid of hero shooter and MOBA, but feeling that 'Val's Deadlock' leans too much into MOBA mechanics.
Jay's appreciation for the game's balance between complexity and accessibility, and the potential for it to attract new players to the MOBA genre.
The conversation about the game's fast-paced nature, with quick character movement and zipline features.
Nick's critique of the game's lack of character class definitions and the absence of clear roles like in traditional MOBAs.
The hosts' differing opinions on whether 'Val's Deadlock' successfully blends hero shooter and MOBA elements.
Candra's enjoyment of the game's third-person shooting mechanics and the variety of hero abilities.
The potential of 'Val's Deadlock' to become a significant contender in the MOBA space, according to Jay.
Nick's comparison of 'Val's Deadlock' to 'Battleborn' and his interest in the game's strategic elements.
The hosts' consensus on the need for better UI and clearer explanations of game mechanics like 'spirit'.
Jesse's desire for more defined character roles and the potential addition of a dedicated support character.
Candra's critique of the game's aesthetics, including character designs and the game's setting.
The hosts wrap up the discussion with final thoughts on 'Val's Deadlock' and its potential future.
Transcripts
[Music]
hey everybody welcome back uh it's us at
Second Wind again my name's Casey wosu
joining me today is jate hello Nick
candra hey and Jesse Galina hey and
welcome to topical punch we did we
didn't confirm it that's name it's
called topical punch
we did not for two of us dressed up for
this topical event and two were left in
the any this topical
Iceland this uh episode is going to be
based around vals deadlock it's a new
MOBA slh hero shooter light experience
the four of us uh spent some time in its
closed Alpha test um lots of people are
playing it there's a lot of Buzz around
it uh but since we got access we decided
you know we'd sit down have a quick talk
about our thoughts and opinions on it
but um you know first up how familiar
are most of you guys with mobas in
general like I know some more than
others Jay in
particular I'll I'll let everyone else
speak to them yeah uh Jesse what is your
experience with movas uh enough time in
League of Legends to think maybe I
should get sweaty and then realize that
was a terrible decision uh stop getting
sweaty and then realize that no one else
in the Community wanted to play like I
did uh and stop that and then a actually
a whole lot of smite so third person
mobas I have several hour okay yeah uh
how about you
Jay me uh across the board between Dota
2 League of Legends Heroes of the Storm
and Paragon which is relevant with it
being a third person shooter MOBA uh I
have about 4,000 hours between them um I
I'm a if you discount MMOs I'm a big
mobile player so um this was you know
right up my street and uh I've got a lot
to say well now this is done uh how
about you Nick are you very familiar
with mobas is it a blind spot for you my
uh my experience with them is loading up
Dota 2 for about a week which the
community likes to uh poke fun at me for
cuz I I got into it for like a week and
then I got out of it real quick uh and
then I loaded up Smite 2 after trying
deadlock and somebody was really mean to
me and I was like
that's usually how it Go the M
experience I've always enjoyed the
concept of mobas but every like I feel
like it's a genre that's just really
hard to break into because of the skill
Gap onboarding is is insane yeah it's
it's not necessarily the the character
um skill Gap it's the you know the macro
map um and mechanical sense that's
really hard to get a grasp up I I have t
like I've tested a lot of different ones
like I've had friends who are big into
them and they want to pull you in cuz
they need people who won't get mad at
them I guess uh when you play but I've
always bounced off like I tried Smite I
tried uh that old Lord of the Rings one
uh I I tried to even just watch
competitive League of Legends and like
it's incomprehensible there was a Lord
of the Rings mooba there was yeah for
like it was a Xbox push I believe they
were like a you want you want this
mobile and Xbox Lord of the Rings baby
yeah so I mean all that that concept has
just not jelled well with me and I I've
largely blamed it on the fact that mobas
are a little hands offy in terms of
mechanics it's more about strategy like
Jay mentioned like you know map
awareness and stuff like that so
deadlock seem to maybe be addressing
some of that in that it does fuse some
more hero shooter like elements into the
core gameplay but it is still very much
aoba so I'm just I'm just curious uh as
someone who is more of a hero shooter
fan as a mobile fan jumping into this to
me felt like I like the wool had maybe
been pulled over my eyes like I thought
I was going to get kind of a unique hero
shooter experience and it's just not
that like it's very much a
MOBA I land
between the tides in a way so I'm also a
big hero shooter player and I wanted
this to be a hybrid of a hero shooter
and a MOA but when we actually got in
and got to play I started to realize oh
they are leaning way harder into the
MOBA um kind of sphere than I first
anticipated and the problem for me is
they're not leaning hard enough into it
they're trying to keep it free form like
you can kind of play what you want and
go in whatever Lane you want whereas in
a lot of traditional mobas there are
very distinct lanes that specific
characters excel in and you do that like
you can't in League you shouldn't be
playing a character that excels in the
jungle in say mid lane because they'll
just get destroyed by the other
characters but here in Deadlock it seems
way more free form I I would like to
have either more of a third person um
MOBA or have more of a hero shooter that
has uniform objectives and I just don't
think they' they've done enough of
either see that's funny I I like it that
it's right in the middle of the two
because uh my big problem with mobas is
like you know playing Smite a lot of
your time is kind of spent just running
getting back to the battle for a lot of
them and uh deadlock has this nice
zipline feature that kind of gets you
right back into the action your
characters move pretty fast base level
so like you know you can get around the
map quickly there's a lot of a lot of
verticality which I don't think happens
really in all any mobas that I've played
um and I do like I do like that the
lanes aren't super structured because I
played one round of SM two and I was in
the left lane and then I went to the
middle and I got yelled at I was like I
didn't understand that so it's making it
more accessible for sure um and I like
that the uh I like that the movement on
the map like because of that lane
structure that way the strategy kind of
shifts and pulls across the map in
different areas uh so the way they have
deadlock set up is that you know you
have to your Towers which your your
Guardians and then your Walkers uh and
then you know basically like at when
one's being attacked I think in Smite I
don't know if it shows a health bar when
they're being attacked but in this one
that shows you a health bar so you can
see the direct progress and like how
urgent it is that you need to Cross
Lanes and go help and come back and that
that is something that happens in more
traditional mobas it just happens a lot
later in the experience you know 10 15
20 minutes in that's when the map kind
of things start to progress along the
map and you start trying to progress
towards objectives collectively as a
team rather than staying in your lanes
and you're right like deadlock does do
this it gets into that straight away
like like we were playing yesterday and
um I was solo Lane and two people came
into my lane and I was getting trounced
on and I just said I need help and one
of you quickly zip lined over and
supported me and it's it's really nice
that you can do that immediately but I
believe it does take away some of the
strategy from um a lot of what mobas
bring to the
table
yeah I know I found myself in the middle
cuz some of the things that Nick was
talking about and like that quicker
stuff happening I love a lot like that
is absolutely what I want I hate waiting
30 minutes before I can stop
one-shotting minions like in my lane and
I can do something else that drives me
wild but a lot of the stuff that makes
mobas kind of boring to me hasn't been
replaced it's just been focused on so
like you have to get the last shot on
the minion but now you also have to get
the confirm kill to shoot the little
soul that's coming out of it or it'll
get denied from someone else shooting it
so then also trying to deny their shots
so you're just zoomed in on this one
part of the game and then that kind of
makes me lose the the ability to look at
the larger map and have that sort of
strategy and be able to move freely
because that's the part I like is being
like hey Lane four needs help and I'm in
Lane one I'm like all right cool I'll
just head over there like why not like
but it it doesn't really for me it
didn't really allow me to do that which
was a a big bummer yeah for for me like
it didn't feel like a like a good
blending of the two like it they they
the two systems which is like light hero
shooter mechanics and mug gameplay felt
opposed to one another because the
things that I like out of hero Shooters
is you know that that nice movement that
ability to you know get head shot uh and
make use of your character and the
synergize with other players or whatnot
but when you do have to focus on the
strategy of the minions and then the the
stuff you have to buy to strengthen
yourself in the store so that you stand
a better chance when you do get into PVP
engagements all of that felt like a
distraction to what I really wanted to
be doing which was running out there and
getting into like firefights with people
yeah and this is the um the Crux of the
issue for me which is I believe a lot of
people are going to be coming into
deadlock wanting that and there's also
going to be a lot of M players who are
wanting to come in and seeing that
complexity and that depth that mobas can
bring and I think because they're not
hyperfocusing on EV or it could
potentially put both sides of the party
off cuz I don't see a lot of say League
Legends players wanting to come to
replace that with deadlock and I don't
see a lot of like hero shooter players
wanting to come and replace that kind of
quick Snappy uh kind of quick playay
game play with deadlock there's going to
be a niche of players who want both but
how big is that audience right um who
knows it might be a beautiful way to get
people into the mobile genre um but I
can fore it putting a lot of people off
I mean it got Nick so yeah yeah I really
I really like deadlock like it hit that
perfect balance of not being it's
complex but not too complex cuz you know
when you look at League or whatever it's
almost like when you were streaming wow
the other day and I was like oh my God
there's a billion icons on your screen I
have no idea what any of this means and
in deadlock they simplify it to uh
weapon vitality and spirit to me like
it's readable I know what I'm upgrading
I know what I'm doing I know what I'm
focusing on I don't really fully
understand the spirit stuff yet I think
they need to do a better job of
explaining what that is I know it's tied
to your abilities and all that and how
much damage like fire does to you over
bullets it's in early pre-alpha so I
mean you know getting some more UI in
there to explain that things those
things better is going to help but uh my
big my is something it does my my big
thing with moas though in general it's
like none of them just have like that
that right gameplay feel to me and like
I I wouldn't say like Dota or any of
those feel good to play like people play
them for the strategy no I agree uh the
closest thing for me was is maybe
predecessor but even in predecessor I
don't feel like I'm hitting anything and
then in deadlock like the gameplay like
the third person shooting gameplay feels
really good and having I think i'
probably out of all of you I think I've
played the most cuz I played a bunch of
that first night that we got codes and
I've played probably about half the
heroes and there isn't a hero that I
really didn't enjoy using which is a big
surprise to me cuz usually in hero
shooters or anything like that I I flock
to maybe two or three and in this I
found like most of the abilities are
really fun to use and especially uh that
last match we played yesterday where I
finally figured out like the build for
the fire guy and I started ripping
people apart and I was like I get it
this is fun
it's safe to say that Nick you plan on
playing more of this when we get you
know additional opportunities when it's
out of alpha when it's
launching yeah now I've been uh I've
been I've had the itch for a new shooter
that involves strategy and you know
that's how much I like siege for that
the strategy part of that um and the
closest thing this this game reminds me
of is uh battleborn weirdly enough um
which it did not farewell no but even
like even like gigantic tried to make it
comeback we streamed that and I think
all of us kind of came away like
eh so yeah I think I think this has a
bright future ah outad of it like it's
really really mechanically solid already
I think you know some map adjustments
some strategy
adjustments figure better UI to better
explain the characters and what all this
all the spirit does and all that I think
I think this game's going to do quite
well I think for people like Nick
awesome it's hitting them for people
like me if they introduce some new
elements like if they just have a
character that comes in and is a
complete healer like don't worry about
final shotting kind of like a support in
League where it's like you don't want to
One-Shot minions all you do is poke at
the enemy and heal your team and buff
them and that's it and like if they
introduce character like that awesome I
would like that a lot it might get me
more interested in this game but it
seems like the shooting is such a
hardcore part of it it may not happen
that that is a weird part about dead
luck there is no like character classes
really which is what I was getting to
about the lanes right in in League or
traditional mobas you have a an ADC or a
carry and a support who supports the mid
lane um and a midlaner or a jungler and
Deadlock has jungle camps I don't know
if you guys noticed that in the center
of the map there are jungle camps um and
there are distinct Lanes but at no point
could I through reading the descriptions
or playing them understand what
direction or role the kind of character
should be playing um I was looking for
one that was like this is very clearly a
jungler they benefit from being in
killing the jungle camps um and that's
what I feel like it's missing um from
that entire experience I want there to
be a support and you know you come and
support me Jesse and stuff like that
yeah cuz they don't even have like uh
like let alone roles like Top Lane
jungle they don't even have a basic
thing like I do a lot of damage look at
this Tommy Gun like that character does
not say explicitly what they do and I
was you have to inue it and it feels
weird yeah I read through a bunch of
them be like but who's support like who
does a thing I want to do and I that was
a hard thing to find that I had to go
through playing and I ended up playing
several characters I did not like yeah
yeah that that may just be that I mean
that seems like an easy fix though right
like they can just lab the characters
who fit those roles and tweak them as
well right they very well could be yeah
I mean that that that the first match we
played yesterday I was playing somewhat
of a support character cuz I was able to
drop a healing item behind Jay and all
that and support him as he was going in
uh and then she also had the the wall
that I could set up and I kept I kept
blocking Jesse from getting kills on
accident by accident yeah MH there's
spikes on the other side I was trying to
get the kill
as um as much as I have been you know
maybe criticizing some of the designs um
I still really enjoyed my time with it
uh as as a mobile player um I because I
can naturally um do a lot of the things
that is required for mobile players I
found actually playing and kind of
dominating in matches relatively easy so
for me I look forward to going in and
basically just being extremely ful
because I know what to do on the larger
macro scale um and then getting an
encountering uh maybe in ranked play
players who do play mobas and seeing
what that kind of high level gameplay
looks like uh I do think this game has a
future and could be be like a huge
contender in the mobile space it just
needs
to be really careful on how it
advertises itself because I think if
they just do it through a look it's a
hero shoe of mobile elements a lot of
people are going to get turned off they
need to just advertise it correctly yeah
Jay you helped a lot in that last match
in terms of
focusing me and I guess Jesse as well on
like what we should be doing to then be
successful and like have a character
that can you know matter and get kills
in a match and after all of that once I
was like okay I I'm starting to
understand like what I'm supposed to do
here I still felt like this wasn't for
me so so and I think that just might be
the case for a lot of people like
because it is like and I I I guess I was
hoping it was going to be the thing that
turned me on to the magic of the Moa but
I I think I still just sit outside that
wall yeah and I will say for all my
complaints and that I currently don't
plan to play more and maybe I'll touch
it again some other time uh really
wellmade like Jay saying it has a future
like yeah it's good enough in Alpha to
for that to be fairly clear again Casey
if it's advertised to the correct Market
yeah I think that's fair any
final statements on deadlock before we
wrap this up can I just say it's really
ugly like am I allowed to I think the
character designs don't look good I
don't like the muted colors I hate the
setting I love that it's magenta I mean
it's Alpha but there's no context for
why like I don't know why there's a blue
Hellboy I don't know why like the
minions have candles for heads like I
there's like story stuff missing but
like it's Alpha so like I guess that's
not super important and it's a MOA thing
like League of Legends law and DOTA law
is all just in descriptions and stuff
like that they it's difficult to convey
all but I do feel like there's some
level of uniformity in league and DOTA
and smite and and Heroes of the Storm
which thanks for reminding me as a game
I forgot uh I've even played it that
looking at it it's like oh I could kind
of put these pieces together like I
don't and then I can read descriptions
and be like oh I was right or wrong
about this but in this I have no idea
why anything is happening and there's a
lot of evil disembodied voices
whispering in my ear the whole match and
I feel like I should be worried and I
don't know
why you sure that wasn't just me there
was also
dick come to Blue Lane come to Blue
being mad every time I stole a
kill but yeah I mean that's that's the
MOBA experience in a
nutshell but uh but thanks everyone for
hanging out with us for another one of
these topical punch
conversations yeah we'll catch you on
the next one take care everybody bye bye
byebye
[Music]
関連動画をさらに表示
When Rainbow Six Siege Took Itself Seriously
Star Wars Outlaws Impressions & Hands-On Preview "Is it THAT bad or actually Good?"
The Modern "Hero Shooter"
EVERY EXP LANER SHOULD DO THIS! | EXP GUIDE
Assassin's Creed Mirage 🕌 مراجعة اساسن كريد السّراب
NEW PHOTOREALISTIC SINGLEPLAYER GAME, XBOX GAME PASS CHANGES & MORE
5.0 / 5 (0 votes)