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Amazon’s March of Giants Turns the MOBA Into a 4v4 War Machine — Here’s the Real Play

Amazon’s March of Giants Turns the MOBA Into a 4v4 War Machine — Here’s the Real Play

G
GAIAAugust 28, 2025
6 min read
Gaming

Why March of Giants Actually Caught My Eye

Amazon getting into MOBAs usually screams “too late to the party,” but March of Giants made me pause. It’s a 4v4 war MOBA from Amazon Games Montreal-led by Rainbow Six Siege alumni like Xavier Marquis-where you don’t just play a hero, you command a Giant and lead armies while dropping tactical structures across a grimy, early-1900s-meets-steampunk battlefield. That blend of hero action plus RTS macro is rare enough to be interesting, and the studio’s Siege DNA suggests a focus on roles, intel, and team coordination over button-spam chaos.

  • 4v4 instead of the genre-standard 5v5, with army command and on-the-fly structure building.
  • Closed alpha runs September 2-10 in North America on PC via Steam under NDA.
  • Free-to-play with monetization details unannounced-watch for any pay-to-win edges tied to troops or “Battleworks.”
  • Siege veterans at the helm means disciplined tactical design is likely, but expect a steep learning curve.

Breaking Down the Announcement

Here’s the pitch: you embody a Giant—think towering battlefield commander with a defined role (crowd control, burst, sustained damage)—and you direct thousands of soldiers to pressure lanes, take outposts, and crack fortifications. On top of that, you deploy “Battleworks” like trenches, tanks, and bunkers to shape the frontline. It’s traditional MOBA flow smashed together with a movable defensive line and macro choices that can win or lose the map before a hero ability even pops off.

The setting leans into a ravaged urban warzone with a gritty mix of science, magic, and early-20th-century tech. That matters because MOBA readability lives or dies on visual clarity. If they nail silhouettes and VFX discipline, the vibe could feel fresh without turning fights into a particle soup. The team mentions terrain playing into strategy; I’m curious whether destructible cover and trenches are meaningful gameplay tools or mostly set dressing. If trenches genuinely alter sightlines, that’s closer to Siege thinking than typical MOBA lane dressing.

Industry Context: Amazon’s Search for a Real Win

Amazon’s track record is mixed: New World launched huge then bled momentum until content cadence improved; Crucible launched and died fast; Lost Ark’s Western run thrived but is a publishing story, not internal design DNA. What’s different here is the Montreal team’s pedigree. Siege succeeded by making information, angles, and teamwork more important than raw aim. Translating that ethos to a MOBA—smaller 4v4 teams with heavy macro and positional play—could carve out a niche that isn’t just chasing League or Dota.

Screenshot from Godzilla: Kaijuu no Daishingeki
Screenshot from Godzilla: Kaijuu no Daishingeki

The 4v4 call is bold. Fewer players means clearer responsibility, faster rotations, and potentially less chaos when you add armies and structures. It also means snowball problems can feel harsher if the game lacks comeback valves. If early outpost control feeds your economy and unit flow, rubber-band mechanics (objective bounties, morale breaks, or supply-line cutoffs) will be essential.

What This Changes for MOBA Fans

We’ve seen games flirt with MOBA-RTS hybrids—AirMech’s commander play, Battlerite’s brawler focus, Paragon’s third-person spectacle—but few commit to true army command. March of Giants is pitching macro first: pull a lane with soldiers, dig in, spawn a tank, then force the enemy Giant into a bad push. If it works, your skill expression isn’t just “hit your combo,” it’s “reshape the arena and make three good decisions before the fight even starts.” That’s exciting for players who like strategy layered over action.

The risk is readability and control. “Thousands of soldiers” sounds epic, but it’s a UI and netcode headache. Expect high-level orders—rally, push, hold—over StarCraft micro. The camera, minimap, and ping system need to communicate macro intentions instantly, or team play collapses into spammed retreats and late rotations. Also, performance matters: Dota and League run on a toaster for a reason. If unit counts torpedo framerates, the design won’t survive contact with real PC builds.

Screenshot from Godzilla: Kaijuu no Daishingeki
Screenshot from Godzilla: Kaijuu no Daishingeki

Monetization, Balance, and Other Red Flags

It’s free-to-play, and that’s where alarm bells ring. Cosmetics, battle passes, cool Giant skins—fine. But the moment troops, Battleworks build rates, or army compositions can be influenced by money or grind-skipping, the competitive integrity dies. MOBAs live and die by trust. If Amazon is serious about esports-adjacent competitive play, pay-to-win has to be off the table and progression needs to be fair and fast.

Balance-wise, snowball prevention is the whole game. If a team secures trenches and bunkers early, can the other side cut supply, sabotage structures, or win neutral objectives that flip momentum? Clear comeback levers will separate “clever strategy” from “we lost minute five.” And one more thing: PC-only via Steam for now narrows the funnel. That may be smart for iteration, but a healthy queue and MMR spread in NA-only testing will be a challenge at 4v4; matchmaking needs generous role flexibility and fast requeues.

How to Approach the Alpha

The closed alpha (September 2-10, North America, NDA) is a sandbox to break things. Try multiple Giants to feel role identity. Stress-test visibility: can you track your army, enemy structures, and Giant ultimates at a glance? Push the Battleworks system—drop trenches to bait overextensions, chain bunkers to create crossfires, or stack tanks with a burst Giant for timing attacks. Give feedback on snowballing and comeback mechanics specifically; that’s the heart of whether this design sings or sinks.

Screenshot from Godzilla: Kaijuu no Daishingeki
Screenshot from Godzilla: Kaijuu no Daishingeki

If you’re coming from League or Dota, rewire your instincts: macro pressure and area denial might matter more than perfect mechanical trades. Think like a shotcaller—set intent early, ping rotations, and let your army do the attrition while your Giant secures picks.

TL;DR

March of Giants isn’t just another MOBA—it’s trying to weld Siege-like tactical discipline onto hero combat with RTS-scale armies. If Amazon nails clarity, comeback design, and fair monetization, this 4v4 war MOBA could stake out real space. If not, it’ll be another ambitious experiment buried under snowballing and bloat.

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