The rules have changed: Wrapping up Super Monday Night Combat
Posted by Joystiq Jul 21 2012 00:00 GMT in Super Monday Night Combat
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As free-to-play games are constantly changing, traditional reviews can't really do them justice, so Joystiq relies on a series of unscored review diaries to record our experiences with them. Today brings part three of our Super Monday Night Combat diaries. Read parts one, two and three if you haven't! Monday Night Combat fused class-driven warfare with tower defense in 2010, heavily focusing on frenetic, fast-paced combat. While Uber Entertainment meant for the game to favor teamwork, the mechanics and character balance allowed players to eschew teamwork for lone-wolf play. Monday Night Combat was still a fun endeavor, but Super Monday Night Combat and it's methodical, team-oriented gameplay is what Uber Entertainment meant to unleash the first time around.

To quickly recap, Super Monday Night Combat has teams of pros escorting A.I. bots to the enemy "Moneyball." The first to destroy the opposing Moneyball wins. It sounds simple, but players have to watch out for giant chickens, murderous mascots, and weather controlling blimps, all while defending turrets from relentless bot waves. While MNC nailed the campy, satirical tone - with its characters poking fun at consumerism and the spectacle of sports - SMNC improves on this by adding more original character classes. In addition to archetypical classes like "assault," essentially the traditional soldier class, we also have zany choices like Leo - as in the actual Leonardo Da Vinci.

These classes are not only better balanced, but designed to fulfill specific roles, such as the position-holding defenders and the player-harassing commandos. These roles work with the overall design mandate of the game, which encourages players to work together and focus on the objective.



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