Marvel's Avengers DEALS
Of the six main members of the Avengers, a controversial theme is that here I refer to those that cinema has imposed in recent years with the Marvel Cinematic Universe. Only Clint Barton was left out of the promotional materials for Marvel’s Avengers, a trick by Marvel and Square Enix. They hid the character until the inevitable DLCs were revealed, trying to imitate the fever generated by Hawkeye’s absence from Avengers: Infinity War.
In his place comes Kamala Khan, a figure who bridges veterans and younger fans, the Ultimate generation, if they want. Square introduced her as “the protagonist” of Marvel’s Avengers. I was always suspicious of the exclamation, almost as much as the guarantee that Cap is dead. But the truth is that the young woman serves perfectly as an introductory vein to the game, which begins during the preparations for A-Day, using a gush of delicious fan service in which Kamala is a figurehead, after winning the right to participate in a contest accessible only to true comic book fans.
This initial segment involves a lot of what they played in the beta. Still, it is much more than that, mostly thanks to an excellent framework and different details that imbue a touch of each Avenger’s personality, namely with a big entry from the man who pays for everything, Tony Stark. On the day of Chimera’s revelation, the new Helicarrier of the Avengers, a moment should be a celebration for the ‘Earth’s Mightiest Heroes.’ San Francisco occurs when a crystal that feeds the group’s operations base explodes, causing several victims and inducing people with special abilities, turning them into Inhuman.
From the rubble of A-Day results a profound change in the world order, incited by the guilt that falls on the Avengers, without Sokovia agreements that manage to save them, for the victims and mainly for the death of Captain America. With the surviving Avengers in exile, George Tarleton, one of the scientists who survived the disaster in a state of grace, thrives on taking over Stark technology, using it to power his organization, AIM, and chasing the new Inhumans they received the powers of the crystal.
Five years later and with a frank growth of its gray matter, Tarleton is increasingly dangerous, leaving the young Kamala to gather the Avengers to face him. This can be considered the “Side A” of Marvel’s Avengers, the campaign, which hides narrative ups and downs. Still, in general, it is a good story of superheroes, almost always well interpreted if we ignore some laughable bugs with facial expressions, being that over time new elements are being introduced to the team, which opens up a whole new universe of possibilities accessible via War Table, the central table of the Helicarrier where Jarvis seeks to guide our actions.
In this continuous process, the different systems that make up a gigantic game are presented, which, however great the design effort, does not avoid complications that make this Marvel’s Avengers too complex for the average user. Even so-called “gamers” will take some time to understand the difference between base level and power level, to understand the benefits of artifacts, or gear, to get used to the different abilities that lend a different style to each Avenger. Even more so by filling in the talent tree divided between good and pleasant, or being able to identify the different types of objectives, which may involve defending areas against uninterrupted waves of AIM agents or a mini Arathi Basin too chaotic to stand still in defense of a control location.
The way Kamala can stretch his limbs to cling to distant platforms, this in a game environment with excellent visuals, or how Iron Man switches the flight mode at the press of a button, by changing combat style to an on-rails model, the ability to activate Black Widow’s stealth mode to double any opposing defenses. And of course, nothing beats the pleasure of shooting and invoking Mjolnir, a fantasy that has won us in the past with a certain God of War. All of this, in co-op mode, if you wish.
There are many memorable moments in the campaign and start from an early age, as you may have realized if you completed the beta content. Still, it is a Gaas (game as a service) that we are talking about. Among the “plot points,” there is a series of “filler” moments, “which we know exists to impose yet another piece of gear, and the game reminds us all the time that we have something to equip. It is necessary to feed the grind, resulting in too much repetition, especially in the enemies, with variations that do not hide obvious similarities. Also, in the type of presented objectives, in wide areas where we can go directly to the main goal, or explore a little in search of a specific elite or a safe with special gear.
Another important limitation with gear, which I suspected from the first hour, shows that although it is a good game, Marvel’s Avengers gets lost when trying to do too many things at once, not always with legitimacy. When in an MMO, we get a new helmet, chest, shoulders, etc. the impulse to try them is immediate, even at low levels. First, because that distinguishes the character in the game world from others, and second because there is clear and immediate visual feedback that we want to judge. These two constraints are the most crucial element in progress; the numerical power assumes central preponderance from the end-game when we use anything that gives us a 0.1% advantage, even if it is ugly.
There is no such visual feedback in Marvel’s Avengers, nor is there any distinction via gear, the Hulk is the Hulk, the Cap is the Cap, this differentiation will happen via cosmetics (yes, emotes). And then, there will enter the entire system of continuous monetization that Square and Marvel prepared with Hero Challenge Cards (Battle Pass with 40 tiers) and both types of currency. This is to say that the main motivator for pausing the game, having fun, and playing with the interface in search of more power, is negative. It happens when we feel that we are lagging compared to the content, or worse, with teammates.
When Marvel’s Avengers was announced, the expectation reached dangerous levels. Not only does it take over one of the most powerful licenses of Casa das Ideias, but it has a huge budget and Crystal Dynamics’ development experience behind it. It comes with several problems and mixes things that are difficult to reconcile. Still, it has the merit of getting it right in the essentials, representing figures much loved by the public, with a different combat style and sufficiently malleable to different costumes and playing styles. Gushing extrinsic rewards are a trap to continue enjoying new stories and heroes in the future; choosing to commit is up to everyone.
Marvel's Avengers can't live up to all his ambitions. Still, he succeeds in the most important one: to offer us a well-assembled superhero story, where we control not one, but several of Marvel's most beloved heroes.
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