SMITE 2 Closed Beta Preview

June 11, 2024 by No Comments


I’m playing real. SMITE It’s been over 10 years now and it’s one of my favorite games of all time, so I was very excited when SMITE 2 was announced. Well, SMITE 2 had a few closed alpha weekends last month, and I got to spend some time playing the game. I wanted to take my time and write my thoughts after the first two alpha weekends, and for both of them I got about 15 hours of gameplay total. If you want a quick and easy summary of my thinking, SMITE 2 is already a lot of fun. It’s everything that makes SMITE great while adding some fun updates. That being said, I think this game has a ways to go before it’s ready for open beta.

First things first, this is 100% the true early alpha of the game. It’s not like Call of Duty or Madden where you enter the “beta” a month before launch and are basically playing a finished version of the game. From the moment you start the game, you are greeted by the Hi-Rez team who tell you that this is indeed a real alpha and that it will have bugs and is not entirely optimized. So any criticism I feel about this game will be corrected as more updates are made. So I thought I’d get this out of the way first: the game is very poorly optimized and the game still has a lot of bugs, some of them game-breaking. Like loading into a match where you only have four players on your team and six on another, framerate drops, and lags like crazy. Again this is alpha and these things will probably be fixed, but I think it should be mentioned.

SMITE 2 still maintains the same core gameplay as the first game. It is a third-person MOBA, with Conquest as the main game mode involving two teams of five on a three-lane map. Two players take the duo lane as support and carry, one player takes the mid lane, the other takes the solo lane and the last player will jungle and support all lanes, farming camps and every lane. All three lanes have two towers and a phoenix. Once you get all three down in one lane you can try to take down the enemy titan and win the game. The basics of the SMITE formula are here, but there are some new changes to the Conquest map.

A new mechanic on the map is the war horn. Located on the solo side of the map you can use the new interact key to activate the war horn. Once activated, a meter will begin to fill and when it is completely filled, your next wave of minions will be champion minions which are stronger than normal minions. There is also another new mechanic, which is the gold caches located around the map. All you have to do here is hold the activate key and after a few seconds you can hold it and your entire team will get a gold boost. I like the ideas of these new mechanics, but I wish they had more interaction than just interactive key holding. Finally, Jungle Camps got an update too. Jungle camps will now level up as the game progresses. They start at one level and the more you kill them, the more they start leveling up. Once they reach levels 2 and 3 they will start dropping more powerful buffs. Some of these camps will actually move around the map. The ultimate new mechanic is tower rewards. Taking down towers can now drop orbs that can be picked up to give XP and gold.

However the biggest change to the game and one of my favorite things about SMITE 2 is how Gods are no longer grouped into classes. No more wizards, assassins, guardians, etc… Every kit for every god in the game can include physical damage, magic damage, or both. Their abilities will also now be measured by things like intelligence or strength. For example, Bacchus – a magical patron in the first game – now has both physical and magical damage in his kit. His belly flop deals physical damage that drains strength and his shovel deals magic damage and drains intelligence. This means that any character can build both strength and intelligence and can lead to some truly insane builds. This also means that each character can play any role. In Ymir Forest, where he’s just punching enemies and doing crazy crit damage, Zeus focuses on attack speed; I enjoyed playing with different characters in different roles and they all did a great job. It will also help when the full game is released where people aren’t forced to play certain ways, especially if it’s with a character like a guardian or jungler that they don’t like or dislike. Not familiar with.

Another change that is good for long time SMITE players is that almost every god in the game has had changes to their kits. There were 16 gods available to play in the alpha era. Anhur, Anubis, Athena, Bacchus, Bellona, ​​Cernunnos, Chaac, Fenrir, Kukulkan, Loki, Neith, Odin, Ymir, and Zeus were added to the other Alphas along with Hades and Sol. Most of these characters retain most of their original abilities but gain new ones, such as Ymir’s wall is now able to damage enemies, Sol is able to generate heat using any of his abilities, Athena is able to dash instantly, being able to dash Kukulkan. Fast away when in one of his storms and Loki is instantly going into stealth once he’s killed. As a long time player of the first game I absolutely love the changes that many of these characters have received and it makes the game feel fresh and not just a rehash of the first game. It makes me very excited to see what changes will happen to the other SMITE 1 gods when they make it into SMITE 2 and I feel like this is an opportunity for some of the original characters to get some rework into their kits. Is.

Now I have two major criticisms and one thing I hope changes by the time the game launches. The first is that I think the game is very slow and not just how long it takes to complete the game. Every part of the game seems to have been slowed down compared to the original SMITE. From movement to attack speed, lane clearing, activation abilities, everything feels like it’s moving like a YouTube video that was put at 0.75 speed. It’s not completely unplayable, but something about it feels… maybe it’s just because I’ve been playing the original game for 10 years now and it could very well be that it’s an alpha. is something that will be fixed in later updates, but it was a strange feeling I couldn’t shake, especially throwing the chalk ax. In the first game I know exactly where that ax is going to land and can connect with it almost every time. With SMITE 2, I was missing it a lot because the time it leaves Chacc’s hand until it hits the target feels like an extra second and those seconds really matter.

The other big issue I have is the new item store. I love the new way we can buy items that it gives us more freedom to experiment and make something pretty crazy, but the whole interface and UI is a complete mess. It’s a huge wall of icons with no easy way to see what they do unless you hover over each one and in a MOBA like this, the longer you’re out of your lane. , the more form you are losing and the more space the enemy is putting between you and your level. There are now easier ways to access items such as a search function and the ability to isolate items such as Strength, Intelligence, Lifesteal, Cooldown, etc. I was playing on PC, so I had no problems navigating the item store, but I’ve seen console players say that it’s incredibly painful and difficult to navigate. This is something I really hope will be smoothed out as the game gets more and more updates. I feel like you really need to see tier 3 items like in the first game and when you click on one it will show you what items it spawns. It already happens when you click on Tier 3 but I still wish the interface was cleaned up a bit.

My last concern really has nothing to do with high res or the game itself, and is the community itself. During the two alpha periods there were very few games that I actually had to complete and that’s because it was so ridiculous to quit and surrender, I’m even thinking about playing if you’re not. What’s the point? Not going to play? Teammates giving up minutes in a match, matches not ending at 10 minutes due to surrender. Deserter fines and bans for skipping games like this first game can’t come soon enough. I also hope the community keeps an open mind with this game. If you’ve played a ton of the first SMITE like me, this game felt very familiar to play. I had to learn the new abilities of the gods but I knew about 95% of how each god worked. The real work is experimenting with building and learning new items and I really hope the community doesn’t just say “this is too hard” and stop playing right away.

Overall, SMITE 2 looks like it’s going to be a true sequel to the original. This isn’t just a graphical overhaul; This is a brand new game and while I had fun, I also think there are a lot of improvements needed before the game is ready to go into 24/7 beta. I love all the updates the gods have gotten to their kits, I love the new jungle camps and how they step up in the game, I love the new item system and it added floodgates to buildings. How has opened that we have never thought before. But with all that said, I feel like this game really has a long way to go. However, it looks like the team at Hi-Rez is taking the time to get things right, so I’m sure this game will be just as fun as the original.

* The product in this article was sent to us by the manufacturer/company.

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