watching this makes me feel sad that it isn’t just a ms marvel game, without all the extra baggage. like even from that footage i am kind able to picture a much better game that just copies everything from the ps4 spider-man, except exchanging the verticality of web-swinging for a ton more propulsion-based leaping activities that build off the triple jump/long jump stuff from mario 64
Yeah, every character has enough movement and movelist gimmicks that you could imagine any of them being in a better game. Kamala can super jump and swing on poles, Hulk has Mario’s triple jump and can cling to walls, Captain American can double jump and wallrun, etc. But since the game has to design around the idea of all of these characters with varied movement abilities fighting together in the same area, the level design just gets watered down to bland open spaces with simple traversal routes. And any spots designed for one movement option is actually designed to work with every movement option because every character needs to be able to walk through the same path, so in effect giving them unique movement options doesn’t mean anything in the end (except for people who can fly).
Speaking of Kamala is this what you want out of her game:
“Inhumans are born violent!” yells Modok.
“You’re wrong!” screams Kamala as she mercilessly beats her enemy, impales it on a giant spike, and then bashes it’s head open with both of her fists.
Also when you first unlock Captain American he doesn’t have his shield but you can still use his shield attacks. You just see the special effects around where the shield would be. I guess the real shield is in Captain America’s heart.
The only stat in your character sheet not mentioned in the brand descriptions is “Intensity”, so evidently this used to be called “Fortitude” at some point but not all instances of the old term were fixed. Whoops!
I’m not sure either term is particularly great though. The stat collectively refers to your own ability to build the stun gauge and status effects on enemies but also your resistance to status effects. Fortitude sounds defensive only, so I understand why it got changed, but Intensity is meaningless even with context. I don’t know what word could work in both a offensive and defensive sense though.
The game’s writing definitely needed some editing though. Just another thing no one had time to do by release.
this game is extremely 6-months-early, a thousand pri-3 bugs that really hurt it in the end
I don’t know why the game is so eager to have me interact with the worst implementation of the Destiny menu with the ludicrous cursor stickiness tuning and a cursor locked to 20fps?
I can only assume it’s another “let’s just copy what Destiny did”. It is an absolute chore to use and has so many UX issues. Like sometimes the gear stats window doesn’t change when hovering over a new item, or a gear slot’s inventory collapsing because your cursor just slightly off where it wants you to move it. Or when you’re looking at a gear’s stats and then you press R3 to view your character stats to remember what a particular term means, but that collapses all the gear windows so you have to go an open up the gear slot and find the gear piece again.
Is this inventory system designed to make sure you’re dismantling your equipment constantly instead of letting you build up a trash heap of old gear? Is that why these games always give you such tiny inventories that fill up in 2-3 missions?
Every time! And the game has the gall to nag me whenever I pick up a new useless piece of gear that only exists as an invisible hologram because they’re superheroes and they don’t use gear
I think it’s right to give players a limit to the trash they can hold because cleaning it is even worse if you have dozens to go through (Mass Effect 1 stumbled into the worst version of this with the worst fix). You want trash gear to an extent to show growth (I used to run with uncommons now I run with epics) and provide meaning to rarities through comparison, but you’ve just worked your way into a problem where making cleanup too easy (Diablo-likes with auto-junk/auto-salvage) weakens that contrast you’re trying to build. I think it’s best to set the pickup cadence to something meaningful so that players are capable of evaluating drops instead of building up filters to ignore it.
I looked at my player card and realized I could mute myself, so I did
After pausing with the Option button, you then press the button corresponding to what you want to do. Pressing the Option button again doesn’t unpause but instead opens the Settings menu, which is already annoying. But get this: in the beta, you still had access to the cursor you use to navigate the character menu. So you could move the cursor and highlight options, just like the character menu.
But actually choosing options in the pause menu was still tied to the corresponding button assignments.
If you highlighted “Settings” and pressed X, it would actually Reload Checkpoint!!! Thank god the game confirms if you really want to reload your checkpoint because I would have been reloading all the time.
as bad as the melee is, with your character tanking through most hits with no rumble feedback and missing sound half the time, the movement is even worse, as momentum appears and disappears without a care in the world in jumps and turning manages to be both agonizingly slow, too quick, and spins the camera out of control
I like how some of these buttons are press-and-hold style and they’re assigned to tap so it draws the hold fill in 2 frames
did you notice they built a ‘you can’t interact’ prompt for the detective scenes when a character is spouting dialogue, and it will still draw the button hold fill?
Just staggering to walk into this many design dead ends when you’re not even trying to solve novel problems
There is so much nonsense in this game that it is impossible to remember all of it. I completely forgot about the rumble because I turned it off after realizing this game only uses the full blast rumble for every single thing, whether it’s for punching someone or for your own footsteps.
I’m not sure what’s going to happen to this game in the next couple of months but I’m curious to see how Square Enix and Crystal Dynamics handle it. There are people who do like the game but even for them it needs an absolute ton of bug-fixing, particularly around multiple ways to lose your progress including real money value cosmetics and various points where you can get permanently blocked from progressing in the game. But the game is also absolutely void of content and lacks much meaningful to do or play once you reach the vaunted “endgame”.
Both of those are big problems the game needs to deal with otherwise it will bleed its player base fast, but both require a lot of work. What do they focus on? How quickly can they do anything? And what exactly can they do? CD is absolutely lucky people have enjoyed the single player story as much as they have despite all of the problems because otherwise this would be an absolutely phenomenal disaster.
The one thing I’m stuck thinking about is that the beta periods started at the beginning of August, with some press access shortly before that. Multiplayer matchmaking was broken all the way back then. It was not resolved in any way by release time. What stopped such a fundamental function of the game from being operable by the time the game came out? Exactly how far away is CD from a fix? I am really hoping CD have not gotten themselves into a Drive Club situation.
Get her dodge + light attack ASAP, the sweep kick that launches enemies in a wide arc. I feel that helps her flow a lot better since her grounded light chain actually feels kind of slow and weak, which is a weird choice for the main character. It felt to me like her main damage comes from heavy attacks and air attacks.
But it’s really difficult to tell damage output in this game because damage numbers just aren’t easily read or maybe even consistently appearing. It’s one of the many things that detract from the loot aspect.
So I usually do that ground sweep because seeing everyone fly into the air makes it feel like I’m actually doing something.
For testing gear in Shadow of War I used a number so absurd that I or QA would be bound to find it if I accidentally left it in; same concept as those INTENTIONAL PLACEHOLDER textures that artists use.
I wouldn’t mind you expanding on this. From my understanding FPS games are so bad at both that Destiny’s middling solutions seem to be better than everyone else’s. And open world looter games are, uh, so Western that they’re always just FPSes even when they’re not first person.
Also, uh, if someone wants to talk about how Warframe fits into this discussion I’d be interested in hearing that, too.
Second final also, this thread is great and makes me want this game despite knowing it is bad
Warframe was really janky as an action game but as people broke the game and would basically speedrun through levels Digital Extremes decided to lean into the style of game it was naturally turning into rather than whatever they were probably originally intending. It’s really hard for a new game to compare to a mature GAAS contemporary because generally the mature game is going to have so much content and also a better grasp of its identity.
Warframe is also more about it’s movement and it’s stat systems than it is about your ability to slash and shoot, so I always feel it’s more in line with Path of Exile than something like Destiny. What Warframe and POE do really well though is how they’ve established a very strong seasonal pace for new content. Maybe emphasizing the stats more than the combat help build an audience that you can satisfy in a less resource intensive way than than an audience who need major new levels and enemies. By allowing you to minmax your stats in extreme ways, the game can churn out seasonal updates whose new content require less new assets because a large part of the appeal is how the season is going to change the meta via some sort of seasonal upgrade mechanic or due to tweaks to item drops and their stat bonuses.
Path of Exile in particular is like playing with Armored Cored regulations. It’s a game designed around replaying the campaign over and over again with different game balances and builds. It’s not like the game is trying to aim for some sort of conceptual perfect balance of all mechanics. Instead it’s like “this season we’re making curse spells really good. Also we’ve got some new seasonal content that you can occasionally futz around with.”
Marvel’s Avengers is in a hard place because not only is it more about combat than it is about loot, but also the devs have to work withing the confines of Disney and Marvel management who undoubtedly were the ones who said the loot cannot affect how characters look because it would interfere with the iconic looks they want for their brands.