Take Cinderace, a speedy ranged attacker who, at level 8, can choose between Flame Charge, a damaging dash attack, or Feint, an evasive buff perfect for outplaying. Each activated skill can branch into one of two options as you level up, allowing you to lightly customize your playstyle mid-match. Both games have a similarly simplified take on character progression, with each of Unite’s Pokemon having access to just two activated skills during a match (in addition to two set passives and a slow-charging ultimate ability). I quickly started to notice parallels between Unite and another MOBA that tried to make the genre more accessible: Blizzard’s Heroes of the Storm, which has been quietly plugging along since development was slowed in 2018. It’s a cute spin on the established genre mechanics, but the match timer and simplicity of these static objectives eventually left me feeling like I was replaying the same match over and over no matter what Pokemon I selected. These points, called Aeos Energy, are collected by defeating the wild Pokemon that spawn around the map, then banked by dunking them Space Jam-style into the enemy team’s Goal Zones, which are Unite’s version of the towers that defend each lane. Rather than ending with the spectacular destruction of the enemy’s base, Unite’s matches are on a 10-minute timer with the winning team being whichever squad scores the most points before the buzzer sounds. Except they don’t actually fall, in Unite’s case.
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