As a leading Hulk with his transformation into a brilliant Bruce Banner, Marvel's Avenger is a game changer and experience. Developer Crystal Dynamics introduced a powerful superhero show that draws on Avenger's unique abilities to illuminate the battlefield in exciting ways, but once the dust settles, slow down to show the soft, all-inclusive side, placing the character you would not expect in the middle.
Crystal Dynamics made a huge gamble outside the gate, conveying the message that even though the name Avengers is in the box, this is actually the story of a young girl named Kamala Khan – a big fan of the big team.
Opening times show Camel at the Avengers meeting, coming out when he meets players like Captain America and Black Widow. Kamala's vision as a young child is a refreshing change of pace, and her excitement may be accompanied by that of the athlete, showing gratitude for these awesome heroes. It’s a great way to start this story, but I’m shocked at how little time the Avengers get in the early stages of the campaign. They are never shown in the first three to four hours of play, but they work amazingly well.
Focusing on this rather has to do with the traditional story of Camel and her growing up to be Ms Marvel's place. This coming age story is well documented from time to time which rightly affects the way. Despite learning about his strengths, Pamela shows us that he is not a very clever man in battle, using a wild set of entertainment to beat enemies. While fighting is a middle hook, the best part of Kamala’s game is unique and contains incredible fullness.
Ms. Marvel grabs the edge, falls when the platforms fall under her feet, and barely survives all the big jumps – all reminiscent of Crystal Dynamics' previous work in the Tomb Raider series. Kamala is forced to use stealth in a few sequences to skip past AIM robots serving the MODOK, another character that is found in awesome ways and well developed from start to finish.
The act of setting up platforms is divided into something superhuman, allowing players to use Ms Marvel's stretching skills to advance her great distances and feel like a hero. This sequence, while pleasing to the extent of standard degradation that is often shown, is repeated in their footsteps, and fails to bring a real sense of danger. They help, however, help narrate and help Camel to develop into a more powerful character in the game. It's a game about Avengers, but the real star is not part of their categories. I love that this story takes chances to keep you off-kilter, all with a fair amount of narrative pay.
When Ms. Marvel meets the Hulk in her attempt to unite the team, the whole structure of the game changes. It runs from sequential, news-driven to a hub full of custom RPG systems and a world map with many interesting single-player and collaborative lists. I did not like to put it in the world of the hub to talk to various vendors, but the map is well designed and gives you all the information you need before jumping into new critical road works or side jobs.
At this point in the game, the story of Pamela Khan remains strong, and is joined by the mini-arcs of each Avenger. Crystal Dynamics has done a great job of creating the conditions that match the different skills of these heroes.
The Hulk is an unstoppable monstrosity you can count on, smashing enemies and places to pieces. Thor's Mjölnir completely surrenders to the enemy, and each twist sounds like a god being brought. I also enjoyed the antics of Captain America's shield (you don't get much screen time for good narrative reasons), and the acrobatics of Black Widow. All of these heroes have great cinematic moments backed by great gameplay games. I don’t want to ruin any of them, but one cool sequence has worked hard for you as nature surrounds you. Crystal Dynamics also keeps you on your toes with a common challenge for many heroes, putting them in situations where they may not have their gears or get injured.
Iron Man is the only character I didn’t find interesting. His game is not bad, but it is boring; his various attacks are not so pleasant, and his surroundings are not as spectacular as the other heroes. Nolan North’s performance as Tony Stark is good – his voice work and delivery – but the jokes are overused, sounding like a one-liner in a fritz.
All the characters share similarities on the button map, but they feel different when it comes to anti-mobility. Simple and heavy combos are packed with each hero, and explode to use. Each character also has a good solution for planned or on-air objectives. Dodge, block, and parry systems are well used in all types of AIM enemies, even though your enemies don't have much variety.
Every encounter and success is eaten up by an points-based experience program that allows you to step up and acquire new skills. The avengers offer an astonishing amount of depth in this field. You can't define a hero differently than the power of its base, but you can add extra moves to combos, speed up cooldowns in various attacks, and make each character dangerous in certain ways. There are over 100 abilities for each character. It's a rewarding program that will keep you playing for a long time.
Most sophisticated machines are well designed and offer many rewards, but the same cannot be said for some of the side functions. For example, some assignments contain only a few exceptions, so the commission passed as quickly as it could; I think I spent more time in the reception area before the game (which could take longer to load and find other players) than to actually play. You also get a mission of unusual control points, which compels you to stand somewhere looking for it, almost as Crystal Dynamics has been thinking about multiplayer ideas for competition and decided to use them here instead. The control mission is easy with other players on your side, but it can confuse AI, which rarely tries to find spaces.
Heroes are better when they are united on the battlefield. The co-op game is extremely good. Many areas are open spaces that allow a full team of four enemies to clobber in style, and you can also raise difficulties with your friends to get better rewards and make battles stronger.
You are under pressure to find the best gear to boost each level of heroic power, which you need to tackle a difficult mission. You can have a power rating of 12, but you need 50 to be able to do some work on the side. Crystal Dynamics apparently played a certain Destiny, because the spoils system, various funds, teams, and the harp world are almost the same in concept.
Most of the gears you find are not featured, and the entry of objects makes the experience drag on. Getting a +1 Hulk spinal cord is just weird, and does +1 make a difference really? Sure, the spoils make the heroes very strong, but it's not fun to collect.
Apart from the most popular items, one category of spoils that quickly satisfies clothing. Crystal Dynamics has uploaded a variety of costumes for each hero, and many of them are good titles in Marvel's comic books. Acquisition of clothing may require a milling to make money (which is unnecessarily confusing), to make progress on a Challenge Card (equivalent to the Avengers of a battle pass), or to get a design plan.
Nothing really fast for the Avengers. I wouldn’t call the process a slog, because I had a great time playing on trips with friends. However, it moves slowly, making it seem like the building is designed to use real money to develop faster.
Crystal Dynamics wants you to play this game for years to come, and the Avengers have a lot of content that will keep you involved in the launch, but getting back on a more difficult journey to get a better gear won’t be enough down the road. It has no competitive game hooks designed similar to Destiny. A steady pull of new news and missions will be required along with the heroes announced. The Avengers are in good shape right now, shining with their story and action. I’m stuck with the content of the last game currently available, and I want to see how much more powerful these heroes can be after they’ve fully matched them.
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