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The faced paced gameplay (especially in the newest expansion: Legacy of the Void) means you will always be challenged. You will need to manage many things all at once - preparing for your next attack, planning your next expansion, managing your economy and supply, scouting, and about a dozen other things as well. Even when attacking, you need to zip back to your base to keep your economy, ensure you have enough supply, and start training up new units for your next attack or defence against any possible counter-attack. Starcraft II will make you feel 10 steps behind, even when you're winning. If you want a demanding, multi-tasking heavy game to play, Starcraft II is everything you're looking for. When you do manage to perform well, it's a very rewarding feeling. See More
Of course you need a general strategy on how to evolve, and for that you also need to scout, but then you also need to perform lots of actions to manage all of your troops (all the time) in order to be more likely to win battles. See More
In competitive tournaments, the finals are best of 7. This results in some game theory because you have to try to figure out what strategy to do. Basic strategies in Starcraft have a sort of rock paper scissors relationship, so you can't just do the "best" strategy over and over. The strategies balance greedy economy, which is good in the long run vs short term rush strategies. This is actually very similar to real war. See More
For players who put the time into Dota 2 to get past the early beginner phase, Dota 2 can become an extremely satisfying game. There's a reason it's one of the most popular eSports titles in the world. The amount of strategy, skill and variables involved make it a very deep game where anything could happen. See More
It looks like just a point and shoot game from the outset, but outside of the motion and aiming, one needs to also manage their amount of money, and of course work with a team. On top of this, one needs to get a feeling of the maps and the players' locations. See More
If you want to win, you need to have good knowledge of the map (know how long until an enemy may arrive, at which point, etc), predict enemy moves, and arrange with your team how to deal with your mission. This includes coordinating formations, grenades, and of course avoiding friendly fire. See More
Pure aim is very important and requires lots and lots of practice. Then there is not only aim, but also handling of various weapons and adapting to the range and weapon of your target (so you can't just point and hold the trigger). This also includes having to rapidly switch aim and throw a grenade, and switching to aiming a weapon, getting over, and instantly switching to a knife if surprised while reloading. See More
The game allows for one to make their own choices with there being many "win" conditions in that you can choose to progress how you like. Want to take over all of Europe, that is possible, want to create a successful lineage of family that keeps to themselves, this is also possible. See More
Melee could be thought of as having two phases: the "neutral game" and "punish game." The neutral game is key, being where players poke and prod, attempting to safely secure an opening. This can be nigh on impossible against good players who implement crouch canceling and other techniques. Melees neutral game is complex, fast, and precise: comparing melee to other fighters is like comparing go to chess due to the emphasis of options in play. Once a hit has been successfully landed, the punish game begins. The punish game is all about maximizing damage and potentially killing the oponent using techniques such as weak hits, chain grabs, tech traps, and ledgeguarding. The metagame in SSBM is extremely advanced because of its age, and deep because of its design. Players commonly use conditioning, deceptive movement, and advanced shield techniques to lure players into unsafe situations and potentially secure a stock, as one mistake may lead to death. With multiple shields, different types of dodge, and DI; melee is intense and satisfying for both aggressor and defender See More
This is a 15 year old Gamecube game. While there is an active online community, and there are emulators etc, you need a Gamecube and CRT display in order to properly experience the game. A strong local community is all but necessary, as there is some lag online (minimum 7 frames) and melee is ridiculously precise. In addition to the console and tv, you need a Gamecube controller. While Nintendo is again selling these, controllers often break due to the high intensity of play. Even if you use an emulator, normal controllers are needed for tournament play. See More
Top players reach over 300 Actions Per Minute (APM), not including di. Competitive players routinely play at 200+. Commands are not input at a steady rate, but instead take on a stoccato pattern with periods of high intensity (eg: mashing, dash dancing, most shield pressure) and moments of respite. See More
Melee has a 0 frame input buffer. This means inputs only register on that frame, forcing players to have perfect input timing even for techniques with 1-2 frame input windows. Additionally, many techniques require minute analog stick tilts (eg: shield dropping), which again must be input within potentially small windows. Some techniques require subframe precision. Small adjustments in positioning ("micro" spacing) alter input windows and often changes which options are available to each player. By using ambiguous spacing and timing, the whole game becomes one big mixup. See More
Directional Influence (DI) and Smash DI (SDI) add much depth to the game through mindgames, traps, and reading of your opponents inputs; as well as allowing players to escape or otherwise modify their oponents combos, and even survive otherwise deadly moves. Shield DI allows players to make adjustments to their positioning and alter the timing of their opponents moves. When combined with light shielding, Shield DI becomes more significant, adding greatly to the neutral game. DI makes every combo different and makes getting hit an active process, making the "punish game" active on both sides. DI forces players to constantly make split-second decisions and reactions. See More
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