Multiversus, tried early access – Nerd4.life

If the first Multiversus beta impressed, now Warner’s fighting game is back with a second free trial and with some changes. We have tried it.

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

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

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 have already talked about the game of Multiversus, so we will avoid going into too much detail of the 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 one air mobility much freer and more varied 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, Multiversus’s luck is still 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 the game. two against two. Paired 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-kept, also because the monetization is almost entirely concentrated there

Multiversus: the costumes are predictably well-kept, also because the monetization is almost entirely concentrated there

Even the list of the 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 its disposal at least one skill that can temporarily enhance teammates or come to their aid (even 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 matches, 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

Multiversus: We see no differences in this image

In short, the developers have given shape to a game with 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). While containing various forms of monetizationmoreover, this only concerns faster unlocks, special costumes (and not 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 for 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, if that’s not 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 present in your cozy home. Convenient, especially when you consider that the game has the cross game.

Multiversus: the fights can seem chaotic, but with a little bit of habit you understand everything that happens on the screen

Multiversus: the fights can seem chaotic, but with a little bit of habit you understand everything that happens on the screen

Such a skeleton does not particularly need changes, so the developers began to modify the roster after the first tests, and added the first new character. Let’s talk about the Iron Giantwhose dimensions – almost double the size of the 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 he has air moves with an absurd radius, and is even able to transform and “armor” himself and his companions temporarily.

Some data onequilibrium general, however, the developers must have gotten it, because we’ve seen some tweaks 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 still experimental characters now look much more defined. (Velma, for 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 cared for roster
  • More technical gameplay than it looks, and very hilarious
  • Great netcode and excellent general structure

DOUBTS

  • Balance at high levels still to be defined
  • How frequently will it be updated? And with how much care?