Deadlock has guns, but that doesn't make it a shooter

A hero in combat
(Image credit: Valve)

Deadlock as a Steam page, tens of thousands are playing its closed alpha, and even more are watching streamers play it on Twitch. Valve's next competitive game is finally in the public eye, but beyond the general sentiment that it's fun, the community hasn't fully nailed down what Deadlock is or even who it's for.

I've seen every kind of Deadlock take at this point—that it's basically just Dota 2 in third-person, that it's eating the lunches of Smite and Predecessor, or that it's Valve's big play at a hero shooter. It's that last claim that got my attention. Using "shooter" and "Valve" the same sentence is a sort of PC gaming activation phrase that inspires haggard FPS veterans to emerge from their forgotten server browsers, following an ember of hope that the legendary studio that nurtured multiple successful multiplayer FPSes in the mid-aughts is finally coloring with a full box of crayons again. That's what I hoped, at least.

In the same way that I'd never describe Dota 2 as a melee action game to a friend, I wouldn't call Deadlock a shooter.

Deadlock's guns being underpowered isn't some oversight by Valve, obviously. Guns aren't meant to be the stars of the show—that's what abilities and ultimates are for. Abilities are unlocked one-by-one by leveling up and players build on them throughout the match by purchasing items from the shops at spawn points. In a very Dota 2 fashion, fights in Deadlock tend to gravitate around abilities and how well you can time them to initiate a teamfight, respond to a flank, or capitalize on enemies caught out of position. A lot of abilities have to be aimed—a notch in the "shooter" column—but if you're activating your big move at the right time, it's not hard to hit your mark in the same way you line up headshots in Counter-Strike. Players have big hitboxes and most heroes aren't very fast, though you do have to watch out for enemies dodging out of the way.

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To describe how Deadlock plays is to describe how any MOBA plays, which is why it's been confusing to see people talk about Deadlock like it's an undiscovered species. In the same way that I'd never describe Dota 2 as a melee action game to a friend, I wouldn't call Deadlock a shooter, either. Guns are just Valve's chosen medium for expressing essentially the same skills as a Dota 2 or League of Legends.

I don't mean to underplay the value in that. It's been interesting to watch streamers known for competitive FPSes take an interest in a new MOBA. You don't see that every day. Maybe what's making the difference is that Deadlock has just enough shooter in it to cast a wide net—the familiarity of its Fortnite-like controls and the opportunities to nail skill shots in a 3D space. There are other third-person MOBAs, but none with Deadlock's verticality and freedom of movement. But I do push back on the idea that Deadlock is going to be so universally appealing that it sucks up all the players from full-body, twitchy, reflexive shooters like Overwatch, Apex Legends, or even Team Fortress 2. They're playing to different crowds.

Deadlock's shooting isn't going to suddenly make you like MOBAs if you hate everything else about them, but it will be the key to unlocking MOBAs for a huge chunk of people who love a variety of competitive games but have never wrapped their heads around isometric cameras and click-to-move. (Who can blame them? Clicking to move sucks.)

I'm happy for those people. I am not one of those people. When I open Deadlock's item shop, I don't see the excitement of hundreds of build combinations, I get anxious sweats. It's personally disappointing that Valve's newest shooter isn't really a shooter, but I'm glad we're getting it out in the open when Deadlock is still early in development. Guess I'll retreat back to my FPS hole and reemerge the next time a Half-Life 3 rumor appears.

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Morgan Park
Staff Writer

Morgan has been writing for PC Gamer since 2018, first as a freelancer and currently as a staff writer. He has also appeared on Polygon, Kotaku, Fanbyte, and PCGamesN. Before freelancing, he spent most of high school and all of college writing at small gaming sites that didn't pay him. He's very happy to have a real job now. Morgan is a beat writer following the latest and greatest shooters and the communities that play them. He also writes general news, reviews, features, the occasional guide, and bad jokes in Slack. Twist his arm, and he'll even write about a boring strategy game. Please don't, though.