Marvel Heroes Review
Thor Point.
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June 21, 2013 As a premise, Marvel Heroes
is overflowing with potential. Developed by Gazillion (headed by Diablo
co-creator David Brevik) it attempts to combine the frenetic action
combat of Diablo with the persistent world and heavy instancing of an
MMO, all dressed up in Marvel’s tights. Running around fighting famous
villains like Green Goblin or Magneto while hunting for gear upgrades
and loot in a free-to-play framework should be fun... but that
expectation makes it all the more disappointing that Marvel Heroes
regularly feels like a chore thanks to stilted progression systems,
repetitive combat, and an incredibly limited endgame.
While it isn’t a huge surprise that the more popular
characters like Deadpool and Wolverine have to be obtained as drops or
bought with unreasonably large gobs of real-world cash, the free starter
heroes - Daredevil (melee damage), Hawkeye (ranged damage), Scarlet
Witch (ranged caster), Storm (ranged controller) or Thing (tank) - do a
good job of catering to a variety of playstyles. It’s a good thing too,
because while you can theoretically unlock all 21 heroes in the roster
without spending a penny via drops, in reality drop rates are so low and
so random that the likelihood of you acquiring any new character, let
alone the one you actually want, is slim indeed.
When you do unlock another hero, another issue raises its
head. Because each hero levels independently, I quickly found that I was
left with one or more under-levelled heroes, with
the problem only getting worse the
further I progressed. So while my starter pick of Storm was joined by
both Daredevil and Hawkeye, I struggled to find any incentive to switch
between them for one simple reason: the notion of grinding through
familiar areas all over again was just too boring. Going through it all
once with my main character was draining enough.
That boredom comes from failures on two fronts: combat and
loot. In regards the former, Marvel Heroes feels rather stilted and
lackluster. The lack of variety in both enemies and customizable
character abilities makes both content and combat feel shallow when
compared to the likes of Diablo 2, and made it feel like I’d seen all
Marvel Heroes has to offer after an hour. For every exciting encounter
with a Sentinel there are dozens of dull slogs through nameless Maggia
goons, and I regularly found myself spamming Storm’s Chain Lightning
ability and little else. Issues with balancing also meant that rather
than jumping out the way of attacks and trying to find the optimal time
to strike back, standing still and clicking until the enemy’s health bar
depleted was often a winning strategy.
So while combat leaves something to be desired, does the
other quintessential element of ARPGs - the loot grind - succeed? Sadly
not, but probably not for the reasons you think. Judged by numbers
alone, the loot is good. A wide range of statistics and boosts to
abilities encourage you to search for items to complement your
playstyle, and the ability to reshuffle items’ attributes via the
crafting system was a similarly pleasant surprise. Unfortunately, all
this statistical progress pales into insignificance when compared to
other ARPGs because gear doesn’t change your character’s appearance.
While dressing your heroes in famous vintage costumes, such
as those from the ‘90s X-Men cartoon, is a nice idea in theory, in
practice it’s actually a bit of a drawback. Even if you enjoy
scrutinising every piece of gear to see which will give you the biggest
edge (and I do), one of the key things that keeps loot drops worth
chasing in most games is seeing what your character looks like with
bigger, better, and flashier gear equipped. But while I was getting
stronger and unlocking additional powers, nothing aesthetically
differentiated my Storm from the 10 other Storms I found standing around
me at Avenger’s Tower or in dungeons. This is one of the problems of
trying to incorporate aspects of MMOs: while in Diablo 3 everyone in a
character class starts out looking the same, you’re probably going to
have a fairly unique look after a few hours. In Marvel Heroes, your
appearance is only as unique as you’re willing to pay for. As a result
progression is trivialised, which in turn made me feel that much less
inclined to hunt for more loot. Sadly, the endgame only compounds this
problem, which really isn’t a good thing when you consider that the
whole draw of it should be focused on making you care about loot.
The PvP section is still in beta and needs balancing, but
currently places you on one of three teams and tasks you with assaulting
the bases of the two while protecting your own. It’s a confusing
experience, with higher level players running around and one-shotting
everyone else and no one quite sure what’s going on. Seeing as the
reward system is also heavily underdeveloped, it’s really not worth
participating in at this stage.
The post-campaign PvE, meanwhile, revolves around three
Daily Mission Terminals. The green one is your starting point, and they
send you back to areas you’ve already explored to re-kill familiar
bosses from the story missions, like Sinister and Magneto, each with a
random enhancement. It’s not particularly compelling; daily missions
feel repetitive at the best of times, but encountering the same bosses
with the same moves in the same environments only compounds the problem.
Completing the green terminal missions in turn unlocks harder versions,
accessed by the red terminal…but this is where the free-to-play
business model again becomes problematic.
To access the harder versions (and earn better loot) via
the red terminal, you need an item called a Cosmic Key. These can be
obtained as drops from the green terminal missions, but that’s by no
means guaranteed. The other way to get one is from the cash shop. As a
result, you can quickly find yourself running out of productive things
to do each day, unless you fork over some cash. Whilst it’s only around a
dollar for a key, there are over 30 missions that require a key to do
each day. This quickly adds up. While it’s important to acknowledge that
free-to-play games need to make money somewhere, this implementation is
jarring, and means that once you reach the endgame you’re pretty much
forced to pay if you want to seriously progress or pursue the best
drops, like heroes or costumes.
While that may sound bleak, the purple terminal missions
are much more enjoyable. Dubbed the “challenge” terminal, it tasks you
with two different mission types: group and survival. Group mode pits
you and four friends against powered-up enemies and a final boss, with a
limited number of lives in which to defeat them. They’re a good time
the first few runs, but quickly get repetitive, especially as it’s both
time consuming and more or less exactly the same thing you’ve been doing
up until this point.
The survival missions, however, are much more fun and
frenetic. After being automatically placed in a group of around 14
others, you’re then tasked with surviving waves of enemies, working
together to kill foes, and reaching checkpoints to reduce the amount of
damage you all take. It’s fast, encourages teamwork, and for the first
time since I started playing I truly felt like I was part of a superhero
squad. If a teammate dies and isn’t resurrected, they’ll be removed
from the challenge, giving you one less ally to rely on against the
final boss. It’s also worth noting that survival missions are the
fastest way to get experience and level up when you reach this stage, as
well as the most fun.
There are other enjoyable parts, too. While parts of the
story may ring bells for anyone who played Marvel: Ultimate Alliance,
it’s still pretty engaging thanks to the graphic novel presentation and
faithful depictions of familiar characters. The drawback is that it does
focus largely on the Avengers and X-Men, so if you’re playing as a
character with no particular connection to either you’re probably going
to be sidelined from the plot.
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