Anyone who has played a MOBA before will find familiar elements, be it skills, items or character themes, especially if you're coming from either League or DotA 2. By now though, I think we've all come to realize that there will always be similar mechanics within the genre. It's the way a developer will use (or not use) those mechanics and how they're put together that will set a game apart. Below is an overview from S2 this past summer on what makes their offering unique.
A unique twist is the pet system. On starting an account you get to choose a pet - one of seven initially small (and cute) creatures to accompany your hero into battle. Each pet has its own specialty, be it boosting attack, defense, magic, etc, and can be leveled up by feeding it special food you get through playing matches. As it grows, it gains more abilities and changes in appearance, growing steadily more fierce looking. What pets you choose depend on your play style and what type of characters you like, as the game clearly encourages you to pick one and stick with it, since you use the same currency to purchase new pets as you do to level up existing ones. So you can either have a variety of cuddly looking critters, including kittens, baby dinosaurs and ferrets, with basic (and barely effective) abilities or one to two bad-ass companions like a panther or triceratops.
Whenever a player character kills an enemy creep, each of their teammates also gets the gold reward - a change that will make the laning phase less of a headache for returning MOBA players and easier to learn for new ones without the constant refrain of "stop stealing my CS!" Support players will find enjoy not having to perform as much of a balancing act between trying to let their lane partner take most of the creep kills and farming just enough experience and gold to stay relevant in fights. League of Legends approached the issue of gold income similarly by trying to diminish the importance of last hitting, like giving a small gold reward for nearby allied creep kills, through items and their mastery system. However, what I like about Strife's version is that it was implemented from the beginning and feels much more intuitive because of it.
As a whole, I'm enjoying my time in the Strife Closed Beta (you can sign up on their website). It's a colorful and beginner friendly game, both of which bode well for attracting players both familiar with and new to the genre. Minor touches throughout, like voice overs in character select or preview in-game models of character skins add to the general polish that come together to make a game an engaging experience. If you're looking to get into MOBAs to see what all the fuss is about, or just looking for a new one that brings some twists while keeping you in solidly familiar territory, give Strife a try.
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