Multiversus, we tried Warner's new fighting game in early access

Multiversus, we tried Warner's new fighting game in early access

Multiversus

Multiversus has already been widely talked about. This Super Smash Bros. clone, which initially seemed to have very little chance of competing with the original, actually proved to be a title that clearly exceeds expectations related to the first leaks. Equipped with a high-level netcode rollback, a much more honest-than-average free-to-play structure and a potentially exceptional group of fighters due to Warner's licenses, the work of Player First Games already managed to conquer during the first beta a rather large audience of gamers and to lay very solid foundations for its future.

These days the game has therefore returned to the screens without a shot being fired and has easily captured the attention of the Twitch audience, in also given the awaited open beta that will arrive shortly (July 26 will finally be available for everyone). But what has changed since the last time? And how much content was added? We tell you this in our trial of Multiversus early access.

It's not Smash, but ...

Multiversus: Jake is soft, but don't underestimate him, he has some of the best normals in the game We've already talked about Multiversus gameplay, so we will avoid entering overly detailed mechanics once again. What you need to know is that, while not reaching the technicalities of titles like Smash Bros. Melee or even just the finesse of Ultimate, the little boy of Player First Games should not be underestimated. It is in fact focused on dodging, with a much freer and more varied aerial mobility than Sakurai's masterpieces, and a very similar "combo" system, completely linked to one's positioning and to the management of the percentages of damage inflicted on the enemy. Mastering the characters and their moves at high levels therefore requires constant practice and study, which with the many movement options available to the player could lead to absolutely unpredictable virtuosity.

That said, the luck of Multiversus is pure always that of being built around one of the most layered systems out there, so pretty much anyone can pick it up and play pretty efficiently, especially since the game is built and balanced around two-on-two. Couple battles are more chaotic than normal, yet they are more advantageous for online newbies, who can be trained by more experienced players or learn faster to manage everything by observing their teammates.

Multiversus: the costumes are predictably well-finished, also because the monetization is concentrated almost all there Even the roster of characters is calculated with this philosophy in mind: there are various archetypes of fighter, from assassin to support, and almost every single choice has at least one ability able to temporarily enhance teammates or come to their aid (even if only with passive effects that instead inflict damage on enemies). It is a kind of approach that adds strategy to the whole and we believe it could really shine at the highest levels if well managed, because a team with good communication here really has a myriad of possibilities to exploit. Sure, it's really hard to see high-level coordinated action in casual games, but the fun remains and one-on-one or free-for-all modes are still available.

Giants and balancing

Multiversus: we see no differences in this image The developers have in short given shape to a game with a winning gameplay and have not been outdone even in terms of structure. The title is in fact designed for competitive online, therefore it has a rather rapid progression that allows you to unlock the characters with the in-game currency (obtainable without too many problems by dint of clashes). Although it contains various forms of monetization, however, this only concerns faster unlocks, special costumes (and not even all of them) and various decorations for your profile ... in short, we are faced with a generally very honest formula, which does not preclude the primary contents to those who do not want to spend a penny. Sincerely? We think that's a great way to go when you consider how predatory the free-to-play environment is lately. Ah, that wasn't enough, everything is linked to your Warner profile (outside of the currency that can be obtained with real money, linked to the platform used), so you can translate what you have obtained on every single gaming platform in your cozy home. Convenient, especially when you consider that the game has crossplay.

Multiversus: the fights can seem chaotic, but with a little bit of habit you understand everything that happens on the screen A skeleton like this does not have particular need of changes, so the developers started tweaking the roster after the first tests, and added the first new character. We are talking about the Iron Giant, whose dimensions - almost double that of other "big" fighters - are also truly unique in an experience of this type. The character's size actually makes him a moving target, but both his moves and his resistance to off-screen throws partially offset that, turning him into a sensitive threat in the right hands. It is difficult at the moment to say if it will be competitive, but it is practically not possible to properly evaluate the balance of a fighting game in a matter of days. Our initial impression (and who knows if it will last) was that of a title where at the moment there are absolutely no dominant characters, just a few favored choices here and there. The giant is also really fantastic to use, since it has air moves with an absurd radius, and is even able to transform and "armor" himself and his companions temporarily.

Some data on the general balance, at each way, the developers must have received it, because we have seen some changes to the fighters: from the range of certain normal moves to the abilities of some specials there have been substantial tweaks here and there, and some characters still experimental now seem much more defined (Velma, for do an example). Considering the formula chosen for monetization and the intellectual properties available, we expect an exponential growth in the number of warriors within a few months ... even if a lot will depend on the ability to balance the Player First Games system.

The second test of Multiversus convinced us even more than the first. Warner's free-to-play fighting game has enormous potential in terms of roster, very respectable gameplay, and a fantastic structure for online play, which is not overly plagued by monetization. If the developers continue to manage everything wisely, they could have considerable success in the field. We'll see.

CERTAINTIES

Varied and well-finished roster Gameplay more technical than it seems, and very hilarious Great netcode and excellent general structure DOUBTS Balance at high levels still to be defined How often will it be updated? And with how much care? Have you noticed any errors?




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