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Review: Awesomenauts

Maurice Tan
5:00 PM on 05.04.2012
Review: Awesomenauts photo


Multiplayer Online Battle Arena (MOBA) titles have seen an enormous surge in popularity in recent years, and for good reason, but to date they've been restricted to the PC. These highly skill-based, competitive games offer the joy of killing players and computer-controlled enemies, with that one-more-round addictive quality when it either goes well, or when you demand satisfaction after a loss.

Now it's time for console owners to get a taste of the action in 2D with Awesomenauts, a title that marries MOBA tactics with the frantically competitive platforming action from the likes of Super Smash Bros..

Awesomenauts (Xbox Live Arcade [Reviewed], PlayStation Network)
Developer: Ronimo Games
Publisher: DTP Entertainment
Released: May 2, 2012
MSRP: 800 Microsoft Points, $9.99

For those new to MOBA, or "action real-time strategy," the concept in Awesomenauts is relatively simple. Two teams of three players start out on opposite sides of the map, while computer-controlled droid units (creeps) spawn at a regular interval and make their way to the other side through different paths (lanes). When left to their own devices, these similarly powered droids will meet the opposite team's droids somewhere in the middle of a level, maintaining a balance when players don't intervene.

When players start killing droids, a team can push to the other side with the intent to destroy a "drillcore" which wins you the match. Along the way, turrets block the path to the drillcore, and enemy players will aim to kill both you and your droids. It leads to a tug-of-war style of play where every player death on one team is an opportunity to push forwards for the other.

Awesomenauts offers six unique heroes to choose from. Each hero has a button dedicated to basic attack and jump actions, which vary in use between heroes. Some can float, other can double-jump, and a flying monkey can, well, fly. These basic attacks are supplemented by two special skills for each hero, which need to be unlocked with the money (Solar) you earn throughout the match.

While having only two skills per hero may sound a bit limited for MOBA veterans, they work extremely well with the fast-paced action and the platforming controls required to survive encounters and to score kills. For example, Leon Chameleon, an assassin DPS hero, can perform a single-jump and a slash attack at the start, and unlock clone and tongue-attack abilities as he progresses through a match.

Creating a clone cloaks you, leaving a clone dummy behind as a distraction for you to attack players from behind, or when they least expect it. Collecting more Solar lets you upgrade the clone to move, or even attack with actual damage per hit, and increase the damage you will inflict with your first attack upon decloaking. The tongue, on the other hand, pulls players towards you, and can be upgraded to have a longer range, lifesteal properties, deal more damage, etcetera.

Choosing between the two skills and upgrading them to fit your style (in the case of Leon) allows you to either go for a moving clone very quickly, in order to score some early surprise kills, or to focus on upgrading health and basic damage potential to opt for an up-close-and-personal approach using his tongue pull. Or, once you know how and when each ability is best used, spread your Solar between the abilities to counter enemy tactics.

The Solar you require for all skill and stat upgrades is generated automatically at a very slow pace, while respawning one-Solar and five-Solar "coins" dot the map. Destroying an enemy droid nets you five Solar, and last-hitting a droid (a MOBA convention) pulls the coin directly towards you. Killing an enemy player is rewarded with a big Solar bonus for you, and half as much for your co-players. So even if you play a support role and don't score as many kills, you'll still benefit from your team's performance. Should you be unfortunate enough to die at the hands of a droid or a turret, however, you'll lose a bit of Solar and the kill reward is dropped on the ground for anyone to pick up.

As basic as the premise is -- run in one direction and kill everything -- Awesomenauts offers a vast amount of depth for those who are willing to look below the surface. In part this is due to the way you have to think about how you should spend Solar early in the game, and what kind of upgrades you want to end up with during mid-game. Becoming reasonably proficient with a single character takes a couple of rounds if you are familiar with this type of game, but mastery can still elude you after days of play.


Another aspect which adds to replayability is the loadout system. As you play matches and collect experience points to level up, you'll not only unlock new heroes and maps to choose from, but different ability modifiers to assign to your loadout, which can then be purchased and upgraded during a match. Some of these unlockable abilities offer different ways to increase the damage output of your skills, others add different properties (support hero Voltar's heal ray can be turned into a damaging attack, for instance) and yet others offer more tactical offerings.

Even if you master one hero with one loadout build, which will take quite a while, you'll always have different builds to try out and master. Better still, no one build is superior to any other, as player skill defines how effective they are. The same is true for the heroes themselves; the new heroes you unlock are in no way whatsoever better or worse than the two heroes you start out with, unless you are incapable of learning from your mistakes and blame a number of unfortunate deaths on the overpowered-ness of whoever killed you. The balancing is excellent, provided you can adapt to evolving situations and change your tactics -- a basic aspect of any MOBA.

Although Awesomenauts is a multiplayer game at heart, it can be played in a solo mode with and against bots on each team. The online system in place is rather good, allowing you to start a match with up to three players in local split-screen, with the option to your local team online from the same lobby. Other players will take the place of any bots at any time during an online match, and jumping into a game already in progress gives you a variable amount of Solar to quickly catch up to the average level of heroes in the match, meaning you are never at a big disadvantage.


All the individual components in Awesomenauts are lovingly well-crafted and fun variations on typical MOBA games, but while platforming and killing stuff is always fun, the separate parts alone wouldn't matter if the whole wasn't fun enough to play for an extended period of time. Thankfully, it is. In fact, it's ridiculously enjoyable. Whether you play against friends, with friends, or find yourself in a 1-on-1 online match with two bots on either side -- which have an AI that rivals the skill of the average player -- there's a sense of sheer joy as you clasp your controller during heated battles, or curse a team when they work together in an effective way to punish your mistake with a quick kill.

The colorful clean artwork and the charm of the heroes, who each have their own theme song and who are inspired by '80s-era cartoons, make sure there is always a smile on your face while you are transfixed on the often frantic action. That's not to say there aren't a few problems that can be found in other MOBA titles as well.

Health bars can become obscured when six players are duking it out in close range, the minimap only gives a rough indication of tower health, and sometimes a melee attack has a longer range than the animation would suggest. The AI is good, if predictable with its patterns for some heroes, but at times it is too good for a starting player. Having a few difficulty options for the bots would've helped to allow novice players to practice, although there's something to be said for learning the hard way.

These are small issues that can occasionally be bothersome, but they are also mitigated as you become more experienced through the many matches required to hone your skill. Knowing your hero's health level quickly becomes a second nature after you die a lot in the first rounds you play, until you'll eventually know exactly how many hits you can incur before you have to move back.

There have always been a few XBLA and PSN titles that come to mind instantly, whenever someone asks for a good game to play with friends. Castle Crashers was one, Dungeon Defenders was another, and Awesomenauts easily makes that list. Sometimes you might lose at the hands of a better team, but even if it makes you ragequit, you'll always come back for another round or two and you'll always learn some new tricks along the way. After playing it for a couple of days straight, I only reached a vague level of mastery over one hero with one specific build, and it will likely take me weeks before I can say I'm any good at all with any of them.

The six heroes offer something for everyone, and some people will probably dislike a few heroes that others will love. With more heroes to follow as future content, some may worry that Awesomenauts may suffer the same fate as Dungeon Defenders did on XBLA. However, any new hero content will fall well under the size restrictions imposed by Microsoft, so there is no reason to hold off and wait for a potential PC version down the line unless you don't own either console. Perhaps the game would also benefit from a different mode down the line, such as a Domination/Dominion variant, but what is there in terms of content right now is well worth the price of admission alone.

Awesomenauts is one of the first great party games of the year, and it may well end up becoming the best. Get some friends together, try out the 30-minute online demo if you're unconvinced, and you'll have a blast whether the term MOBA frightens you or not.



THE VERDICT


9.5 /10
Superb: A hallmark of excellence. There may be flaws, but they are negligible and won't cause massive damage to what is a supreme title. Check out more reviews or the Destructoid score guide.





Legacy Comments (will be imported soon)


Hey, sweet ! I'll definitely be picking this up then..FOR FREE YUSYUS! Trine 2 was a no brainer, I was a bit unsure on this one though. Plus rulez.

What was up with that Insolvency issue they had close to release ? Couldn't really get a clear picture on that one, but I'm hoping everything is okay behind the scenes over at Ronimo!
The publisher went into insolvency, Ronimo is fine.
It really is a great game though I'm not the best at the genre. I've been having a blast and am super happy I got it for free.
"However, any new hero content will fall well under the size restrictions imposed by Microsoft, so there is no reason to hold off and wait for a potential PC version down the line unless you don't own either console."

I'll still wait anyway, a PC version would be keen.
That theme song is worth 9.5 on its own.
Nice, maybe I will buy it. But can anyone tell me how much each match lasts? I enjoy playing LoL from time to time, but the time factor (40 minutes!) is too long for me.
Each match can last anywhere between 10-40 minutes, I think it's usually it's around 20-25 with evenly matched teams.
This game is amazing in every sense of the word. I played for close to 6 hours last night after class and didn't even notice.
@ZeroAE

they aren't nearly that long, it's 3 on 3 and the maps are considerably smaller and less intensive. If it's an evenly matched set-up I'd say 20 - 25 minutes maximum, at least from what I've seen.

My and a guy I met last night were able to blow through most games in 5 - 10 minutes.
@Maurice

Also, this is generally speaking though, this guy may just be an extremely effective counter against Yuri, but a Leon with speed, attack speed, health buffs, regen (on sword and himself) with the slow...is just downright overkill.

The guy I was playing with could manage getting him off by using the Bull power, but I literally had 0 chance against the guy. He was able to jump as high as I could levitate and I'd drop when he did. Add that to a slow with every hit he did and his regen and there really wasn't much to do but get lucky.
I was skeptical when this was first announced, but man, it's so good. If they do end up getting this on Steam, I suspect it'll do extremely well.
But it doesn't have any SINGLE PLAYER! WTF!
Sounds like they want to bring it to PC! I would definitely pick this up on Steam.

And the problem with Dungeon Defenders updates isn't just the size limits (though the PC install has blow up from 2GB to 6.3GB). It's that they can't update it frequently and for free like on Steam. They patch/tweak the game 3-4 times a week sometimes on PC, good luck doing that with MS/Sony's certification process, and when they charge you $40,000 just to patch the game.
Looks fun, if it wasn't for my irrational fear of online multiplayer (which is weird cause I'm huge on MMO's..) I'd probably be getting this ASAP.
Wow, this flew under my radar for sure. It better come to Steam in the future!
I've had the freakin theme song stuck in my head all week. Oh yeah, the game is fun too.

Awesome, Awesome, AwesomeNAAAAAAAUTS!
i got this for free for being a PSN member and I've got to admit the online multiplayer gameplay's absolutely addictive. awesome!
Whoa, quite a review there, Maurice. I was already excited after watching some gameplay earlier and then discovering Ronimo developed the title, but now I'm 100% officially sold. Thanks!
@Jinx 01

Why do they constantly update it though? The crazy "entry fee" is kind of punishment in "get your game right the first time and you won't have to pay this".

If anything I commend MS (though 40 grand is crazy) for at least attempting to hold people accountable for buggy titles.
@Konnery

While your logic is sound, it is still a struggle to release a perfect non buggy multiplayer game. It is near impossible in fact, plus constantly tweaking for balancing purposes take place. Mortal Kombat (2011) did the same thing but without the updates they managed to build in an updating feature into the game to tweak stats I imagine that would be much harder to do for a just starting out indie dev.
I've been going on about this game for months, and honestly I could care less what this review score was because I got it day 1 anyway and it's fuckin amazing, but I'm glad you love it too, this game deserves all manner of accolades and money. People are forever saying there is nothing new on consoles and everything is plain and same old and all that, well gamers, here you go. Something genuinely new(for consoles anyway), that's sick as fuck to boot.

Also, it's theme tune and intro is 90's-tastic.
I snagged this on PSN (yay PS+) and it has completely taken over my gaming. I put Kingdoms of Amalur on the shelf and have AC: Revelations and Arkham City waiting for me to get bored with this. It's so fun.

I never got in to this style of game before, but I already love the customization and balancing. I love playing as Voltar (sp?). If you let him get powered up he can push an entire team through two turrets and the core in one giant push (I did it the other day). He is a beast.

That being said, he can be so easily countered it's ridiculous. People just have to be smart. It's great fun. highly recommended to anyone seeking something refreshing for only 10 bones.
Thank-you Maurice for the review. Pretty stoked to have this on my PS3 HD via PS+
9.5? Hardly. CLoser to 6.5 I'd say. Get it on PS3 for free if you are PLUS member. Of course, the demo is there so everyone can see for themselves if they like it. I see it going the way of other online games, al the players will be gone within 3 months and there will be no one to play with.

I know we can do better for MOBA games on console! Developers just need to keep trying.
I love this game. So much. Probably the only online multiplayer experience I haven't raged at. It's competitive, but not so much that it turns you into a shouting arsehole; the cartoon aesthaetic helps somewhat in achieving this, as does the awesome soundtrack.

In terms of K/D ratios, you never really end up stockpiling on either side; the most deaths I think I've had in one match is 2, maybe 3. Also, I'm not sure this says anything about my personal skill level but I've played around 25-30 matches and I haven't lost once. This is good for me as with games like CoD, Counter Strike and even TF2 I'll be lucky to ever be on the right side of a K/D.

Truly one of the greatest XBLA/PSN titles ever.
@Rhysybaby
If you haven't lost once that's why you have not raged. I find MOBA one of the most frustrating multiplayer experiences when you are stomped by the other team. If they are much higher level than you, the game just makes it impossible to beat them. At least in fighting games you might be losing but your enemy won't get any stronger.
It's Mega Man meets Dota. Not bad at all, pretty fun.
@Konnery; You're looking at patches wrong. They don't just fix things broken games. They also can be used to tweak balancing, improve AI, add *new content* for FREE... etc.

It discourages all the good things about patches that PC gamers are used to.

Not sure how Sony does it, but they've had a few games add content via patches (Fat Princess, Escape Plan) and Valve can release stuff freely from what I understand.
@Elvick

Didn't MNC have a system in place to tweak stats at their home "server" without having to actually go in and send it to MS for that kind of thing?

I totally agree to "entry fee" is ridiculous, especially when if you're Bethesda you break more stuff when you try to fix something, but it's not something I could blame MS over. Maybe just cheapening it a little so it's not ludicrous. (40 grand? Really?)

I realize that not everyone can implement these tweaking systems, but it'd be something to look for in the future. Plus that kind of system could free up MS departments to do things that aren't implementing patches on the network all the time. which i can see as another reason, discouraging people from patches could definitely free your hands up.
Hmm.. interesting. I might check out the Demo after reading this review. Had no interest before.
This is gonna be the new 'best game nobody ever bought'. Calling it.
I'll let you all in my build that has been constantly making me #1 in matches. You get yourself a Clank, double up on the ability that reduces his explosion damage to himself, double up on the ability that increases explosion damage, purchase his bite skill with the increase max health ability, bite every loving thing, and kill enemies with your spolosion (the slowdown option works really well too). Pairing up with Voltar (the floating brain) I have singelhandedly destroyed both turrets and the core, while the 3rd teammate ran around like an idiot.
Fo Freeeeeeee!
It's Clunk... not Clank.
MASTERPIECE!!!
Another night me and two friends played it in split screen (with only one xbox live account!) until we burn the eyes!

LET'S TRY THE WHOLE TRIAL, it may take a while to understand the mechanics, expecially if you don't know the MOBA Genre ;)
hope it comes out for the PC
Wasn't really sure about this game but checked out the demo after reading this review. The tutorial was enough to get me to drop the ten bones on this and I have to say I am thoroughly enjoying it. Hopefully it gets some continued support with maps and characters, as seems to be their intention.
Ugh, I heard they were going to port this to the Vita, and then THIS happened http://bit.ly/JLCn2p

It's still great that they got to release it, but I was pretty much planning on only playing this for the Vita...
Haven't played, but watched a session. On the one hand, it looked like a lot of fun. On the other, being in the same room but not playing made me understand why my parents always told me to turn off the sound on my GameBoy....
it seems kind of like a really simplistic 2D version of League of Legends to me,




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