SMITE is the online battleground of the gods. Players choose from a diverse cast of deities and use their unique powers to triumph over the opposition in 5v5 team matches.
SMITE is a new take on the MOBA genre; rather than observing the action from above, the game's third-person perspective puts players into the thick of combat.
Cut through your enemies, encase them in ice, or drown them in a vortex of souls. Assume direct control of your godlike avatar and experience the MOBA genre up close with the game camera directly behind your character. Choose from a long list of well-known and more obscure gods , each with their own history , special abilities and unique play style. Master and use your godlike abilities to fulfill key roles such as damage dealer, tanking, crowd control , and support. Explore the map and defeat NPC enemies for increased gold and buffs that help both you and your allies.
Then deny your opponents victory with perfectly-timed stuns and calculated ambushes. Two teams composed of 1 to 5 players fight to defeat their opponents in several unique battlegrounds. Within a single match, your god levels from 1 to 20, causing your abilities to gain strength. You can purchase in-game items , consumables and relics to benefit your god and complement your personal play style — whether it's buffing your Offensive, Defensive or Utility capabilities.
Ranged attacks are carefully aimed, melee attacks properly positioned, and Area of Effect damage must be ground-targeted. Predict your enemies' movements and hit your mark for maximum effect in fast-paced combat. Players have access to an initial set of playable gods for free, while additional gods are unlocked through gameplay time or more quickly through micro-transactions.
Cosmetic skins can be purchased for further customization. You can also purchase the Ultimate God Pack , which will unlock every single god that has been released thus far, plus any other gods that will be released in the future, forever. The game went into closed beta on May 31st, and entered open beta on January 24th, The game was officially released on March 25th, The game can be downloaded from the official website: SMITE on Windows creating an account while being referred by another player will grant an additional total of Favor when leveling up.
The game is also available on both Steam and the Epic Games Store. Its open beta period began on July 8th Where did the idea come from? How long has Smite been in the works for? Way back in December of a small team at Hi-Rez Studios prototyped a three lane map using the player characters and enemies from our first game Global Agenda. You went from originally planning a sci-fi setting to the current mythological one instead — how did that happen? From a production standpoint that would mean extending our timelines about two years!
It meant not using all our existing Global Agenda assets but instead designing and creating 50 brand new playable god characters, plus minions, jungle characters, environments, and so on.
But we felt the mythology theme was so compelling we decided to go for it and create the new Smite IP. Why was this decision made and when? Our previous two games were both fast action multiplayer games with WASD movement and free-mouse aiming.
Global Agenda is a third person shooter and Tribes: Ascend is a first person shooter. So we started with shooter controls and a point of view that is more like a shooter than like an RTS [real time strategy game].
Who was involved, and how many people brought the game to fruition? From concept through Closed Beta the dev team was around 15 people — by Open Beta it was more like 50 people. And now it is getting close to people.
What was the moment when you first knew you were really on to something? We only had six playable gods at that time and not a lot of promotion.
But we had people waiting in line for more than three hours to play the game, and then many got right back in line! That was a very good sign. Tell us something about the game's creation that's not publicly known? At one point in development we tested out a mechanic that would force matches to end within a certain period of time.
The final objective bosses for each side used to be a Minotaur. If a match went too long each Minotaur would leave its home base, march down the lane, and battle the other Minotaur boss to death. It was pretty ridiculous. What made you decide to pursue Smite, despite its similarity to an already immensely popular genre? The third-person camera makes Smite feel very different. The MOBA genre is popular but will continue to grow if games innovate rather than just re-skin existing games. What inspired the choice for the roster of Gods on offer in the game?
What did you look at for reference? We started with mythologies that the dev team was most familiar with and that also had rich history of gods fighting one another. At this point we look for interesting gods who can also fill the desired gameplay roles we need.
Do you guys like the word MOBA? If not, why? It seems to be becoming a bit of a catchall. The word MOBA is too generic for anyone to love. But at this point gamers at least understand it. What did you identify as flaws with the likes of Dota 2 and LoL? What sets Smite apart? But Smite is the clear number three right now.
In those other games 80 percent of the abilities are lock-on targeting and aiming is the exception. In Smite it is the opposite: you aim like 90 percent of your attacks.
0コメント