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League of Legends review: Soon you'll be a monster

Blogs > holdthephone
Post a Reply
holdthephone
Profile Blog Joined August 2010
United States523 Posts
Last Edited: 2013-04-04 02:00:25
April 04 2013 01:59 GMT
#1
Alright, so this review ignores many nuances -- both positive and negative -- of the game, as it's targeted for consumers without knowledge of the game. So please, keep that in mind And unlike my past posts, this isn't for a magazine or online publication, it's just something I did in my spare time. Because really, up to date reviews are very rare for this particular title.

Always appreciate feedback!

-------------------------------

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League of Legends Review
Riot Games, 2009 - 2013


People who play League of Legends are an angry bunch, by now you must of heard. Being one of the worst online communities in history is at this point both an understatement and undeniable fact, compelling even Riot Games to take action against its players' uncontainable ego. They've actually added features designed solely to discourage the incessant negativity, recently awarding virtual ribbons to 'friendly' gamers (heads up -- they aren't). Maybe the game isn't fun, you wonder, but then judging a game by its players doesn't seem in good taste. Instead, you could try it out yourself -- it's free, after all -- and see where the hatred comes from. Because it's the game, dammit, and soon you'll be a monster, too.

Oddly enough, a new account will greet you with comrades who are friendly, helpful, and more curious about the game and its colorful roster of champions than they are about properly dominating the fields of justice. The free to play model shines brightest in these early stages, arousing player interest in a number of ways. To start, you can now choose from over 100 unique champions, where every week a different set of 10 is made freely available. As you explore their different play styles you can then purchase favorites with actual money, or by using points (IP) earned by simply finishing matches. Choosing the free route, one can quite enjoyably cruise to the max level of 30 without ever spending money, earning enough IP to collect a number of personalities all while testing out the free picks each week.

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It's during this process of exploration where LoL is most innocent and perhaps -- before your heart turns to cold steel -- even the most enjoyable. Truly, could a game look any less intimidating? A battlefield reminiscent of 100 Acre Woods populated by collectible characters -- many of whom wouldn't be all that out of place alongside Winnie the Pooh himself -- LoL is undeniably adorable and yet somehow molded around fierce competition. Three lanes lead from one end of the map to the other, continuously spawning waves of minions to march down them.The objective is to help your own little dudes push down the turrets that line the road to the enemy's base, and finally destroy the Nexus within.

Where opposing waves meet is where the essence of League of Legends lies, because its the minions that yield not only the experience points that level your character, but also the gold that buys you powerful equipment back at base. Gold isn't shared, it merely goes to the killer, and so with only 3 lanes of minions and 10 champions playing the field, LoL demands that team members prioritize themselves into specific roles so as to farm the most possible gold from the minion waves. When all is said and done, what you generally get is 4 champions sorting the lanes into individual 1v1, 1v2, or 2v2 match ups against the other team. Meanwhile, the 5th player often plays behind the scenes, killing neutral monsters in the game's jungles while staying hidden by the fog of war. He levels at his own pace while looking for opportunities to help his team in the lanes, popping in for occasional ambushes.

Really just an RTS styled computer game with singular unit control, avoiding death in LoL is as simple as spacing yourself properly from perceived dangers. In turn, killing is as simple as catching other champions out of position. It's not technically difficult to understand or mechanically hard to perform, just a bunch of right clicking to move around, dodging spells, and staying out of harms way. But it's this kind of simplicity and common sense that make LoL both infuriating and addictive. Catching an opponent off guard is rewarding in how it makes them look like a complete fool, and you a total mastermind. There is no in between, no graceful way to accept a death, or humble approach to take a life. Someone screws up, and another takes advantage of his stupidity.

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[image loading]


Consider how humiliating LoL can be. Maybe you're Gangplank, the pirate with a sword but also a flintlock pistol that can be fired every few seconds or so. The match begins and you head off to your assigned lane as the first waves of minions make their way towards each other, clash, and create a point of contest where you will meet the opposing champ. Maybe it's the little girl, Annie, who wears a pink dress and dangles a teddy bear at her side. Well aware of her deceiving looks, you dance around carefully, managing your mana, harassing the little girl with shots from your pistol, and whacking minions for gold. A couple minutes pass and your confidence is brimming. You've gotten Annie down to half health, scaring her away from the minion groups and thus starving her of any profit. But then she does something strange, and your brain knows it's strange but your ego won't accept the warning signals. She comes after you, within killing distance, and presents her life to you. And the moment you commit to taking it is when her friend from another lane leaps out of some bush, stuns you, and melts your hp.

These moments can destroy a man's soul. For one, dying means you have to sit in limbo for half a minute and watch helplessly as this little girl takes free reign over your lane, knocks down your turret, and farms as many minions as she pleases. It could also give the enemy team a crucial power play, allowing them to safely slay the map's dragon -- a mini objective -- for even more gold. And you can't hide your utter failure from your teammates, not when a very egregious game announcer laments: "An ally has been slain!" over everyone's headset. You can't hide the fact that a powerful Annie is now roaming across the map, terrorizing other lanes, and dismantling your team. Here is a game where what your teammates do is largely out of your control (you have your own lane to worry about) but whose mistakes you'll have to make up for later on when the team finally groups together.

But on the flip side (the victor's side), these moments breed glory and character love, which is LoL's continual selling point. Performing well with a champion renders it a symbol of pride, hence why so many people shell out cash for collectible skins to dress them with. And though each character ultimately wields similar tool sets of stuns, slows, and things like attack speed and lifesteal modifiers, Riot still manages get the hype rolling for new ones, even when they don't necessarily add any new dynamics to the field of play. There's a champion in here for everyone, all voiced with enthusiastic talent, all containing their own charms, easy to grasp controls, and colorful spell effects. Shape shift into a dragon, combo into brutal finishers, or meld into the shadows. Even when it's all the same -- that is, getting the jump on the enemy -- the fun is all in the details.

[image loading]

[image loading]


But the conformity of the champion designs also merit a good deal of criticism, since there are so few that can make the game's occasionally long match times (45+ mins) interesting. Iconic champions like Ashe, the frost archer, can fire a giant ice arrow clear across the map, while the killer robot, Blitzcrank, can shoot his arm outwards and yank an unsuspecting enemy into the clutches of his team. Such champions force exciting plays to happen, whereas many others fall into the defensive meta game that LoL is ultimately settling for. The community blames each other for this, as they blame each other for everything, but in reality, long and passive games are a result of fundamental design more than anything. It's a game about capitalizing on mistakes, and as you play with smarter players, less mistakes are made, and a great deal of mulling about, gold farming, and hesitant acts of aggression can create mundane time sinks from time to time.

But plays happen, and they always will. Even at the professional level someone is going to do something horrifically unintelligent and in turn get punished for it, and depending on what end of the abuse you find yourself on, it'll render you as either a raging gremlin or leering jester, succumbing you to nervous breakdowns or basking you in imaginary applause. And whether the match spirals to hell or not really doesn't matter, since it's so easy to be convinced that the next match will hold better luck. That maybe next time you'll be able to pop some enemy champions, bathe in their bounties, and pull a team of dysfunctional clowns through to victory. It's a team oriented but individually driven game, and you must remind yourself that everyone playing it is clueless, that you are their savior, and that if you aren't playing League of Legends angry, then you probably aren't playing it correctly.

[image loading]
9.5/10


**
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
Last Edited: 2013-04-04 02:34:11
April 04 2013 02:33 GMT
#2
Such a weird and long review. 5 stars for the effort put into writing it all.

LoL is a game that everyone has a stigma towards by now. When I joined my idea of a moba was Aeon of Strife or BW's storm the fort. I thought they were really easy and had only started hearing about LoL as it was gaining steam but knew about DotA because people talked about it more.

You'll likely get dragged into LoL by your friends or a pro that sees LoL as a faster growing Esport. If you try it with friends prepare to do poorly when you start out but eventually get pulled back into the addictiveness of this game.

If you try it by yourself, you should have some fun too, but there will be a lot of rage. You should be aware that the game matchmaking system is trying to make you lose 50% of your games. You can't win every game. If you win your first 8 games in a row, your 9th will be against 5 smurfs who have over 1000 games under their belt each. And some people, especially at lower Elo's, rage a lot. All I can do is mute them. As the OP has said, Riot has done a lot to curb rage.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Butterednuts
Profile Blog Joined September 2010
United States859 Posts
April 04 2013 16:29 GMT
#3
Gave you a 4/5 because you didn't capture the stale metagame that exists where while there is a champion pool of 100+ champions, the community only considers 20-25 of them worthwhile and playable within whatever balance patch is online. Champions like Karma never saw light being played in less than 3% of games (LoLking), but recently has been changed and is now considered a competitive pick. Those that choose champions that are outside of this 20-25 acceptable pool are shunned during champion select, harassed by their own team during the game, and reported at the end for being disruptive, annoying, or "intentionally feeding".

You also have the "team aspect" where one person has a way of playing the game and if everyone else does not conform to that ideal then they are also harassed and belittled for having a poor way of playing the game. One person could ruin the entire game for the team for failing to play a specific role, or playing a role in a specific way (i.e. not ganking when you jungle, no roaming when you push your lane). If you're too late to call the role you desire, you could be forced to play a role you dislike, don't know well, or simply don't have an appropriate set up for (runes, masteries, build order)

Good synopsis of the game though!
Chameleons Cast No Shadows
Carbonyl
Profile Blog Joined August 2012
United States334 Posts
April 04 2013 18:50 GMT
#4
You're forgetting the part where even when you die, it wasn't your fault. Someone obviously just didn't call their lane missing.
It takes quite a long time of playing and watching a video game before you realize how bad at it you really are.
Therapist.
Profile Joined January 2009
United States207 Posts
April 04 2013 19:06 GMT
#5
Nice review, you captured a good portion of it.

Personally I think one of the major reasons LoL and MOBAs as a whole are so popular is the fact that it is incredibly easy to deflect blame. In Starcraft, if you lose, it's your fault. You get angry, you get ladder anxiety, you stop playing. Makes enough sense.

In LoL, however, you lose. You scream at your team. You blame everyone but yourself. And you know what? You keep playing, because maybe next time "my team won't be so god damn retarded." So even though LoL can be an infuriating game, a person never has to allow it to directly touch their own ego if they don't wish it to.

I love LoL and I used to play it a lot more. I ultimately scaled back heavily because people wouldn't leave me alone for playing my champions. Balances shift, but there are always characters I've done very well with and loved, so I kept picking them. However, once they fell out of popular favor, my team would troll me non-stop (thinking ME the troll) in character select. Then they would all chat about what a troll I was. Even if I did well, no one would say anything nice. However, if someone else happened to make a good play and catch me for something, that would be it and the rant would continue until in the game ended. I love the game, but the community is just too ruinous. I only play with a full group of 5 friends now.
Kipsate
Profile Blog Joined July 2010
Netherlands45349 Posts
April 04 2013 19:16 GMT
#6
omg our jungler is useless.
WriterXiao8~~
docvoc
Profile Blog Joined July 2011
United States5491 Posts
April 04 2013 19:25 GMT
#7
On April 05 2013 01:29 Butterednuts wrote:
Gave you a 4/5 because you didn't capture the stale metagame that exists where while there is a champion pool of 100+ champions, the community only considers 20-25 of them worthwhile and playable within whatever balance patch is online. Champions like Karma never saw light being played in less than 3% of games (LoLking), but recently has been changed and is now considered a competitive pick. Those that choose champions that are outside of this 20-25 acceptable pool are shunned during champion select, harassed by their own team during the game, and reported at the end for being disruptive, annoying, or "intentionally feeding".

You also have the "team aspect" where one person has a way of playing the game and if everyone else does not conform to that ideal then they are also harassed and belittled for having a poor way of playing the game. One person could ruin the entire game for the team for failing to play a specific role, or playing a role in a specific way (i.e. not ganking when you jungle, no roaming when you push your lane). If you're too late to call the role you desire, you could be forced to play a role you dislike, don't know well, or simply don't have an appropriate set up for (runes, masteries, build order)

Good synopsis of the game though!

This is reductionist, and I disagree. There are many strats to run putting different comps in many places, of over 100 champs most of them can be played in the metagame now and there are only a few that need to be reworked. Just like any game, one person can ruin the entire game for the team, same goes for DotA; if you pick 5 carries in DotA, you ruin your team's chances. Also, you don't have to play specific roles since it is possible to play different champions in different places. Bruiser + Ap + Support + Junlge + AD is not the only way to play, triple AP, double AP, double assasin, kill lanes, all of these are possible. Though I will admit that the game's metagame can feel closed off, it is not "stale" by any means. Your issues seem to be with the community and not the game itself. Mobas have historically been known to have bad communities, and that isn't just lol-specific. Furthermore, your criticisms are unfair and exaggerate a lot, like people being "shunned" or people harrassing, all of these things happen on the internet in general and are not lol-specific.
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