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We have already tried Multiversus, and then we will tell you what we thought of this alpha version.
Super Smash Bros has been the saga that dominates the “brawl” genre (to give it a name) since its first installment was released in 1999, and I wouldn’t dare to say that it invented the genre (mainly because it didn’t I know), but he did manage to get it to a large audience. After this great success, and over the years, we have been receiving more and more titles of the genrewhich have varied success, since some of them manage to last over time, while others have a very fleeting success, and it is better not to talk about those that do not succeed even at launch.
Until now we could say that the great of this genre, if we are talking about free video games, or free to play, would be Brawlhalla, that Ubisoft title that if Epic Games is neglected, it will surpass Fortnite as the game with the most strange collaborations. This has managed to dominate for a long time with hardly any competition in the free to play field, but A few months ago Multiversus was announced, a brawl game that would come free to PlayStation 5, PlayStation 4, Xbox Series X | S, Xbox One and PC, and that it would have some of Warner’s biggest icons as usable characters. Its closed alpha (which will already be taking place) and its open beta (which will take place during the month of July) have recently been announced, but we have already been testing it and we are here to tell you what we think.
A very entertaining combat and with the most interesting ideas
To try to attract more audiences, the best idea is to try to give a twist to the classic mechanics of the genre to which the title you are developing belongs. As an example we could put Brawlhalla and his great commitment to combos, which end up being the basis of his combat system. In this case Multiversus decides to bet in this sense on a combat more focused on collaboration with your teammate. It achieves this by adding different attacks that allow you to help teammates, in addition to the fact that there are certain characters that seem to be designed to be basically what we know as a “support”.
I must say that this idea seemed incredible to me at the time, since it allows Multiversus to differentiate itself from other greats of the genre (beyond the fact that it has Warner characters), and the truth is that it seems to be very well implemented, although in practice it does not seem that it will be very useful. After quite a few games, I can say that it is clear that the fights in the end will be reduced to the usual, hitting until those of the opposing team fly away, and except in specific cases, these collaboration mechanics are wasted.
For its part, the combat in general I must say that it seems to be very well thought out, with large number of attack types with which you can make different combos. These combos are not very complex, and allow users newer to the genre to adapt quickly, except if they take certain characters that are more intended to be used by more experienced people. Beyond this, I must say that the movement of the character sometimes feels a bit heavy, which means that getting back to the combat platform after an aerial combo is often difficult. I understand that this is to encourage the use of collaborative skills, since many serve to bring your partner back to the stage, but this ends up being uncomfortable and even exasperating in the one-on-one mode.
A small but varied roster of characters
I do not want to be misunderstood, we are facing a roster of 15 characters, that is, it is not a small number, but we are used to this kind of game having an exaggerated number of characters. Fortunately, this small number of characters seems to be offset by how well differentiated they are from each otherhaving completely different attacks, making you have to adapt to each of them every time you decide to change characters.
I am aware that this is the minimum that is usually asked of games of this style, but the truth is that in addition to how different it feels when you fight, these manage to remind us of their counterparts from the series or movie from which they come. This was one of my biggest fears, that they would use the characters as a simple attraction and forget to make them close to their original personalities, and the truth is that now I am calmer.
This is noticeable from when you are fighting, thanks to the gestures, movements and comments that your character makes, but curiously we can also see their personalities reflected on the victory or defeat screenwhen we will see a phrase which will be tremendously related to the character we have chosen.
Of course we are dealing with a simple Alpha, plus Multiversus is intended as a game as a service, so hopefully new characters will be added over time, and if they are of the same quality as the ones we have seen now, they will be totally memorable and well received. Let’s hope that these possible added characters are not behind a payment with real money, since in this alpha we have only been able to see how a battle pass system has been implemented, both free and paid. Likewise, we also know that there will be an in-game store, but it was not available, so we cannot know what will be sold there, although we assume (and hope) that it will be skins for the characters and aesthetic things.
The right number of modes
These kinds of games don’t usually have a lot of modes, mainly because they don’t need them, with new special modes being added from time to time. In this case we can say that Multiversus features 4 main modes: one vs one, teams of 2, a team of two vs two bots, and four player free-for-all. It is necessary to mention the three modes in which there are only players, they have their variants in which you play with and against bots, in addition to the competitive modes to which we have not had access and therefore we cannot tell you the variants that it has.
From this, and from what we have already said above you can realize that the main mode is two against twoand this is quite noticeable, and not only because there is a sign that recommends playing that mode, but also because the character design itself invites you to play that mode.
I can’t tell if we can expect new modes to be added between now and launch, beyond the opening of the competitive game modes and the special modes that we can expect to arrive from time to time. As with the characters we can see an increase for the launch, but from now on I tell you that in this case I consider that the amount it has in this alpha version is more than correct for this type of game.
If he plays his cards right, he could have a long time to live.
From now on I tell you that the game needs some polishing in different aspects, such as the fact that the movement of the character feels rough or uncomfortable at times, or in the technical section, which we have not mentioned but in the alpha that we have tested had some problems with frame drops (something that we do not we have given it importance since it is an alpha version of the game). Beyond this, and whether to add the odd character or more varied scenarios (something we haven’t talked about because we already know this will happen) we could find ourselves before a good contender as the best free brawl on the market.
we hope that all the good impressions we have had are confirmed in the beta that we can enjoy in the month of Julyand that all the hits that we have taken out are heard, and therefore remedy it. It is necessary to remember that this is an Alpha version, and therefore there is still room for improvement, but the path seems to be correct.
Related topics: advances
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