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Awesomenauts - Review
Posted:

Awesomenauts - ReviewPosted:

nice_gamer
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Status: Offline
Joined: Jul 19, 201112Year Member
Posts: 2,037
Reputation Power: 1150
Status: Offline
Joined: Jul 19, 201112Year Member
Posts: 2,037
Reputation Power: 1150
Awesomenauts

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Game Information:

Developer(s): Ronimo Games/Abstraction Games
Publisher(s):dtp Entertainment
Platform(s): PlayStation 3/Xbox 360/Microsoft Windows/OS X/Linux/PlayStation 4
Release date(s): PS3, X360 2 May 2012 Windows 1 August 2012 (PC) OSX 7 December 2012 Linux 29 May 2013 PS4 4 March 2014
Genre: MOBA
Mode(s): Single/Multiplayer




Synopsis: (Official GamePedia)

The year is 3587, conflict spans the stars. Huge robot armies are locked in an enduring stalemate. At the center is a team of elite mercenaries fighting for the spoils of war: The Awesomenauts. Featuring a unique combination of classic, 2D platforming action and the high-paced excitement of MOBA-gameplay (Multiplayer online battle arena)
Pitting teams of three against one another, Awesomenauts will thrust players into the shoes of genetically re-engineered cowboys, alien frog-rappers, crazed Russian labmonkeys, and many more unique characters. Battling out an eternal struggle in a team-oriented, objective-focused manner, Awesomenauts promises players countless hours of gameplay that will be sure to satisfy hardcore gamers and more casual-oriented players alike.




Gameplay:

Much like your popular MOBA's, your "League of Legends"' and your "Smite"s etc. the main objective for players is to work together and take down your enemies' base. In this case, destroying your opponents' "Drillcore" is what will grant your team victory. However, (some would say thankfully) unlike many popular MOBA's, including but not limited to the aforementioned, the gameplay is very fast-paced, with matches ending sometimes within minutes of commencing, making Awesomenauts an ideal alternative to those who don;t have the time to commit themselves to other such examples (i.e LoL, where matches can push past the hour mark regularly). Another advantage (again, depending on who you are, and your ability to control yourself) doesn't contain any in-game purchases, thus not playing psychologically on the user, coercing you into handing over your college funds for a few champions and skins. This ties into to gameplay for me as it allows the user to focus more upon the gameplay itself rather than fancy cosmetics.
Regarding you "hero" selection, there are 6 different options. Again, for many choice is a good thing, and for the rest, its not. I am one who likes to be able to specialise in certain characters and make them my own. So if you are constantly seeing the same character being played over and over on opposition teams, then it takes away that personalised factor. So for me this is a slight drawback. However, as specified some people like to be able to jump in to a game knowing exactly their options, so with only 6 choices, you aren't so much left wondering if you would play better as a certain character. Purely opinion based however. For each hero, you are given the option of only 2 specialised abilities to level, unlike other MOBAs which can give you a huge variety, that you probably won't eventually max out anyway. This for me is a good thing given the qualities of this game. As it is so fast paced, any more options and you wouldn't have time to level them, really for me, having just two is perfect as you won't have time for more, as specified earlier, these games can be over within minutes.
Just like LoL again, this game really is made to be played online, with the core design being focused on multiplayer, however, for newer players or even just those who wish to practise, there is a solo mode where one will play against bots. I think it would be fair to say, however, that often these bots can provide a larger challenge than when playing against people online. I'd speculate that because Awesomenauts hasn't really drawn up a cult following like some MOBAs, you are likely to come up against more casual players rather than your "MLG" variety. however, this is not to say you won't! That is just my general experience of the game so far.

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Graphics:

Awesomenauts gives off a very "arcade-y' vibe, and so it should do, being an arcade game for Xbox and Playstation. However, that is not to say that the graphics are sub-par in any way. In fact, I was perfectly content with the artwork and map styles, as they are not cluttered, or trying to show off too much. They are simple and clean, and that compliments itself with the style of game perfectly.
One aspect within the field of graphics where this game definitely diverges from its MOBA allies is the fact that it is completely 2D. This, for me, is a refreshing change of pace, making the objective clear for newer players, whilst not striking more experienced MOBA players (or at least me) as limited. When I heard about Awesomenauts, and the premise of its two-dimensional play style I was skeptical, as I felt that that would be the defining factor of whether I'd enjoy the game, in an ever increasing three dimensional era of gameplay. However, as stated, the developers have accomplished the 2D style well and left you with a great graphical experience.




Controls:

Being a 2D game, PC/Mac users will only have to use A and D to move across the playing field, with W or Space acting as the jump command. LMB will be your main attack with RMB acting as your Ability 1, and oddly Middle mouse being Ability 2. You can customise these in options, however.
For Console users, your controller's LS will act as your movement, X/A as Jump, Sq/X Auto-Attack, Circle/B Ability 1 and Tri/Y as ability 2.

These controls felt natural to me, and with the exception of not having a middle mouse button, I had to make no changes to play the game comfortably. It is also worth noting that I am not used to 2D interfaces, so to be comfortable playing this game from the outset was a testament to the controls.




Rating:

Gameplay: 10
Graphics: 9
Controls: 9

Overall: 9.3

The following 2 users thanked nice_gamer for this useful post:

Skittle (05-27-2015), Grown (04-07-2015)
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