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Warner multiversus
Warner multiversus






warner multiversus

At first I was an absolute letdown, butt-stomping my way off the map and having my car-swinging shenanigans quickly shut down. It's also not too much of a slog to reach your first paid character, though subsequent progress slows down.Īs I tinkered around with each character, I ended up taking a liking to Iron Giant-he's about twice the size of everyone else and prone to a heavy smackdown, but in return he can dish out big damage and easily shield teammates, allowing them to safely get a fair few hits in on the other team.

#Warner multiversus free#

Thankfully each one is readily available to try out in the training mode free of charge and a regular free character rotation lets you experiment with relative ease. I had access to the entire roster straightaway, but those coming into it free-to-play will have to work to unlock each one. I came into MultiVersus not expecting much, yet found that Player First Games have begun to lay the groundwork for something remarkable. While I would still like a little more snap, the floatiness feels largely necessary for decent recovery and actually making use of those teammate abilities. It starts to feel pretty good once you're in the flow of things though. It's an awful lot floatier than other fighting games I've played-it's lacking a bit of weight, and characters can hover around for what occasionally feels like a lifetime. It took me a while to get used to the synergy of playing with another person, and to the way MultiVersus feels in general. Wonder Woman's lasso can grab onto opponents but also serve as a quick rescue for teammates. Jake the Dog can swallow opponents and spit them out, but he can also quickly chomp an ally and save them from a nasty combo. Every character has abilities that can support teammates as well as harm foes. The other two modes are present in the game, but this game was absolutely made for 2v2 and it's where I spent most of my time. While other platformers feel more at home in a free-for-all or 1v1 setting, MultiVersus thrives off a 2v2 format. There are also the game modes themselves. Knock your opponent out of the arena enough times and you'll claim victory. As it gets higher though, your character turns into a rubber bouncy ball and becomes susceptible to all kinds of spikes and knockbacks that can fling you straight into the death zone. While the number is low, you're weighty and difficult to knock off the top and sides of the arena. Victory has nothing to do with getting a health bar from 100 to zero, it's all done through the damage meter. Anyone who has spent a modicum of time with Nintendo's brawler will quickly get the gist: smack your opponent with a mixture of normal, air and special attacks in order to increase their damage meter avoid letting them do the same to you. I came into MultiVersus not expecting much, yet found that Player First Games have begun to lay the groundwork for something remarkable.ĭon't get me wrong, MultiVersus doesn't try to hide its inspiration. I much prefer my fighting games in a tight, enclosed 3D arena a la Tekken and Soulcalibur. The initial reveal left me disinterested-it looked like another weaksauce attempt to be Smash Bros., and I'm not much of a platform fighter gal anyway.








Warner multiversus