Supervive, as part of Steam Next Fest, has opened its doors for a week—making it available to play until October 21 with matchmaking servers in Europe, North America, and Asia. Formerly known as Project Loki, it's an effort by Theorycraft, a studio of former devs from Riot and Blizzard, to carve out its own little nook of the MOBA market—and boy howdy does it show.
I've played a little already and, being experienced enough in MOBAs to know that I'm about 500 hours off a proper critical take of this thing (they are complicated games), I'm honestly impressed by what I've seen so far. Its character designs, visuals, and animations are all polished to a mirror sheen—such a recognisable blend of art styles between Riot and Blizzard that it's almost uncanny, and superbly animated. One look of these characters absolutely makes me feel 'yep, that's an Overwatch', for good or for ill.
It's making an effort to keep the battle royale formula—something I'm not really a fan of—fast paced and action heavy. You can knock out about five-to-six matches in an hour, depending on how quickly you get wrecked.
Supervive plays in the space that Battlerite—a game I'm still grieving after it (ironically) tried to do a battle royale version and fell on its face—left in my heart. In fact, I'm feeling a bit of the same malaise here. I much preferred Battlerite's arena mode, and while Supervive does have a 4v4 brawl, it's clearly not the main focus.
Like Battlerite, Supervive's combat takes your usual MOBA team fights and makes them pure skillshot flex-offs. The major difference here is the inclusion of a jump button, which allows you to scale ledges and, if you double-tap it, glide across chasms. If you get hit while you're gliding, you get punished—either by being spiked into the ground or, if there's no ground to get spiked into, dying. This means fleeing an engagement by island-hopping is innately risky. Overall, this game's got movement and jukes a-plenty.
Matches follow the standard
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