MultiVersus is great – but a few small changes can make it great

After the $100k tournament at Evo, reaching 20 million players and the release a Rick-less Mortycan’t say that MultiVersus has lost any momentum since its debut. Smash Bros. makes it look easy, but in reality, it’s not. Unlike other platform fighters, especially those that contain too many IPs (look at you, Nickelodeon), MultiVersus has made strides to ensure it doesn’t damage the bag now or far in the future. While this game is far from the game of L 5 street fighterdebut, that doesn’t mean it’s all sweet. MultiVersus there are some issues that anyone who has played fighting games for years can immediately see. In fact, the game’s strongest point is everywhere, except for the gameplay.

The key to success

MultiVersus is a free to play competitive fighting game. Like other games under this umbrella, this means that the title is under a lot of pressure to stick with its audience so it can monetize future updates and support. This seems like a simple task for a cross-character game MultiVersus (and more), but it’s not simply inevitable.

What? MultiVersus Game director Tony Huynh did with the Player First Games development team to make lemonade into a much better pink lemonade. The developers came up with a certain idea that had to work, especially in an age of media obsessed with multiverses and crossovers, and they built on it to make it look good. more. The game is free, with innovative and fair monetary practices for the genre; it sports lots of fan service and familiar faces; it’s constantly updated (with even bigger updates coming) and – unlike many fighting game developers – the developer keeps its communication with its player base up to date . I would go as far as to say MultiVersus has had one of the strongest fighting games out and available online for a very long time, thanks to the money advantage and the caring team of Warner Bros.

Batman and Shaggy in a still image from the cinematic trailer for MultiVersus

Image: Player’s First Game / Warner Bros.

Mechanical pain

While everything around the game is perfect, the problems with MultiVersus comes from how to play in the package. This recipe is a simple one – created so that all audiences can jump right in and play, just like the previous Smash. However, playing for a long time will show that some MultiVersus‘the balance decision may not sound the most mechanical for this game or for the platform fighter genre in general.

One problem is the lack of offensive moves. Character in MultiVersus have access to less attacks than fighters in games like Super Smash Bros. and even Nickelodeon All-Star Brawl. While this may not seem like a big deal, it is stacked with an attack decay mechanism. This means that a move will weaken after a specific number of consecutive uses. For example, if you repeatedly attack from the air, that move will become less effective.

Attack decay also appears in titles such as Smash Bros.but the moving group is relatively small in MultiVersus make it a problem. Fewer effective moves means more stalling of moves. Not just Smash Bros. has more moves and its attack decay tray is also larger. In case MultiVersustray seems to have about 4 or 5 attack queues, compared to Smash9. This was intended to discourage players from ignoring their character’s moves and focusing on using their most powerful attacks, but it failed with very few attacks to option.

Battle between Batman, Harley Quinn, Jake the Dog and Arya Stark in screenshots from MultiVersus

Image: Player’s First Game / Warner Bros.

Another problem that arises in the combat system is dodging. This mechanic acts as a moving tool, giving the character a way out of pressure, as well as access to techniques like totter and airdashing. But unlike a game like Smash Bros., players in MultiVersus can act almost instantly after taking advantage of the dodge and invincible frames it grants. These invincible frames also last long after dodging, so it’s a heavy duty for players on the other end to read and punish this great escape option, especially on Fast pace and heavy visuals of this game. This mechanic’s strength and lack of effective cooldown makes itself especially evident in 1v1 matches where both players literally dodge everything. Because, yes, you can dodge everything includes standard jab matching strings.

Two Batman characters go head-to-head in MultiVersus .'s Lab training mode

Image: Player’s First Game / Warner Bros. via Polygon

Speaking of cooldowns, let’s bring the last big issue forward. Although the cooldown while moving is acceptable in the world of MultiVersus, their visual implementation could use a bit of work. Looking at previous reviews, you’ll see a list of things to look out for in an average game MultiVersus: What moves have stalled? Can my opponent dodge? Can I dodge on cooldown? Can my opponent dodge on cooldown? Not to mention that you will need to keep an eye on your partner, your opponent’s character, your character, and all the items obtained on the screen. It’s not easy to manage viewing multiple cooldown meters on top of all that. It doesn’t help that it’s not the easiest to see the small cooldown clocks in the UI.

Since its release MultiVersus, other players have noticed similar problems. Popular recommendations include removing cooldowns and bringing back stamina bars attached to specials and dodges, giving players just one meter to watch their attack count dwindle. . All I’m sure is MultiVersus is a few mechanical blunders to make for an unparalleled fighting game experience across all facets of the multiverse.

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