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PC Games BuzzVerdict

Smite

3.5 / 5
How we rate

2014 · MOBA · PC


Smite found its identity by asking a simple question: what if you played a MOBA from behind your character instead of above them? That shift from the traditional top-down perspective to third-person changes everything about how the genre feels. Skill shots become truly skill-based because you can’t see behind you. Positioning matters differently because your field of vision is limited. And the moment-to-moment action feels more immediate and personal than the clinical, strategic detachment of its competitors.

Hi-Rez Studios built a game that has maintained a devoted following for over a decade by offering something that League of Legends and Dota 2 simply don’t. The mythology-themed roster, spanning pantheons from Greek to Norse to Egyptian to Hindu and beyond, gives the game a thematic identity that appeals to history and mythology enthusiasts alongside MOBA fans. Smite has never been the biggest MOBA, but it has always been the most distinct.

Gods in Third Person

The third-person perspective is the game’s defining innovation, and it works brilliantly. Landing a snipe with Ra’s ultimate beam across the map requires aim rather than click-targeting. Dodging attacks demands spatial awareness and reaction time. The camera perspective makes team fights feel chaotic and exciting in a way that top-down MOBAs can’t replicate. For players who bounced off traditional MOBAs because they felt too detached, Smite offers a visceral alternative.

The mythology roster is consistently one of the game’s strongest draws. Playing as Thor, Anubis, Sun Wukong, or Amaterasu creates an immediate connection that original characters can’t match. Hi-Rez shows genuine respect for the source material while taking creative liberties that serve gameplay, and the diversity of pantheons ensures that the roster never feels thematically redundant. The character design translates mythological figures into visually distinct and mechanically interesting playable gods.

The variety of game modes gives Smite an accessibility that its competitors lack. Conquest is the traditional 5v5 MOBA mode, but Arena offers team fighting without lanes, Joust provides a streamlined 3v3 experience, and Assault randomizes god selection for chaos. This mode variety means players can engage with the game at different intensity levels, from casual Arena matches to hardcore Conquest ranked play.

The game is more accessible than its competitors without being shallow. The MOBA fundamentals are all present, including laning, jungling, objectives, and team compositions, but the third-person perspective makes the learning curve less about information management and more about mechanical skill. Players coming from shooters or action games find Smite’s control scheme more intuitive than the traditional MOBA click-to-move system.

The Perpetual Underdog

Smite has always struggled to escape the shadow of League of Legends and Dota 2. Its player base, while loyal, is smaller, which affects queue times, matchmaking quality, and competitive ecosystem. Finding matches during off-peak hours can mean longer waits and less balanced teams, which creates a frustrating experience for competitive players.

Hi-Rez’s track record with game support creates understandable skepticism. The studio has launched and subsequently reduced support for multiple titles, leading to community anxiety about Smite’s long-term future. While the game has received consistent updates for over a decade, the perception of Hi-Rez as a studio that chases new projects remains a concern for dedicated players investing time into the ecosystem.

Balance across over 120 gods is a persistent challenge. Some gods consistently dominate while others languish in irrelevance for extended patches. The pace of balance changes doesn’t always keep up with the community’s identification of problem gods, and the interaction between third-person mechanics and traditional MOBA balance creates unique challenges that Hi-Rez doesn’t always navigate smoothly.

The transition to Smite 2 has created uncertainty in the community. The announcement of a sequel raised questions about the longevity of investment in the original game. Players who spent years and money on the first game face the prospect of starting over, and the community’s response has been mixed between excitement for improvements and concern about losing progress.

Where MOBAs Meet Action Games

Smite’s greatest achievement is proving that the MOBA format can work outside the top-down perspective that has defined the genre. By bringing the camera closer to the action, it transforms strategic gameplay into something that feels physical and immediate. This isn’t just a gimmick. It’s a fundamental reimagining of how a MOBA plays, and the dedicated community that has sustained the game for over a decade validates the concept. Smite may never be the biggest MOBA, but it’s the one that feels most like actually being in the fight.

Should You Play Smite?

If traditional MOBAs feel too clinical or detached, Smite’s third-person perspective might be exactly what you need. Mythology enthusiasts will love the roster, and the variety of game modes means you can engage at whatever intensity level suits you. Consider starting with Arena or Joust before tackling the complexity of Conquest. Skip it if you want the deepest possible MOBA experience or the largest competitive scene, because League and Dota hold those positions securely. But for MOBA gameplay that feels like an action game, Smite stands alone.

The Verdict on Smite

Smite has spent over a decade proving that MOBAs don’t have to look the same to work. The third-person perspective transforms the genre’s feel without sacrificing its strategic core, and the mythology roster gives the game an identity that transcends mechanical comparisons. A smaller player base, balance challenges, and uncertainty around its future keep it from the top tier, but the core experience remains unique and deeply fun. It’s the MOBA for people who want to feel like they’re in the fight rather than directing it from above.