MultiVersus is more than just a Super Smash Bros. copy
Thanks to WB Games, I was able to check out the MultiVersus Closed Alpha for the PC last week. While I’m not normally someone who plays platform fighters, I tend to prefer more traditional fighters. However, ever since I heard about MultiVersus, I was intrigued and wanted to get my hands on the game. Now that I have, I’ve come away impressed with what I’ve played.
No issues with the netcode
One of the most important things when it comes to an online fighting game is the netcode. While it wasn’t originally known, I can confirm that MultiVersus does utilize rollback netcode. And I’m happy to report that the game felt amazingly good online. They even included a connection icon, which was enabled by default. I’ve played what felt like 25 or so matches and I never felt like I had an issue with input delay or having my attacks miss my target. Nor do I experience any dropped games, or pauses while playing.
So, how does MultiVersus play
Just like the Super Smash Bros. series, MultiVersus pulls its fighters from various WB properties, such as DC Comics, Steve Universe, Tom & Jerry, Bugs Bunny, and more. This provides a varied and unique roster that also includes a number of talents from voice actors that we’ve all heard at one point or another. Throughout the fights, I’ve heard the characters chat with both teammates and opponents, providing encouraging words or how they were familiar with the characters on screen. It doesn’t do much for the gameplay, but it does add a bit of fanservice that isn’t seen in similar games.
Each character has access to a number of moves and specials, all of which are easy to perform. Interestingly enough, since the game doesn’t have any sort of meter, the special attacks are placed on a short cooldown. There’s even a cooldown indicator that shows you how much time you have left before you can initiate the special move again. Oddly enough, there doesn’t seem to be a way to block in MultiVersus, and instead, you’ll have to time a well-placed dodge. While that works in most instances, I did find myself being pummeled from both sides, and dodging simply didn’t get me out of harm’s way.
The characters seem to be decently balanced. I never encountered a fight where one character had a significant advantage over another character. Of course, this can change as this was just the alpha but so far, so good. Another interesting thing about the characters is that they all have roles. Each character is defined as either a tank, who can soak up damage, support who provides utility, or an assassin or can dish out additional damage. Which makes sense for team compositions, and will be an important aspect of the game once people start playing it seriously or competitively.
However, unlike the various other platformer fighters, MultiVersus provides multiple ways to play, such as a 1 vs. 1, 2 vs. 2. co-op vs. AI, and a free-for-all. While I played all of the available modes, I felt the game shined in its 2 vs. 2 modes, as players have to work together to defeat the opposing team. And it turned out to be more than just going lone wolf, as characters have a synergy when used correctly, while others are more suited to team battles. Some characters can provide support abilities such as shields. Others can tether themselves to their partners and which can pull them from an otherwise plummet to their deaths.
Then there’s the perk system, which is super useful. As you progress through the game, you’ll unlock perks that range from defensive, offensive, and utility (support) abilities prior to each match. In the alpha, I noticed a couple of perks that provide offensive and defensive upgrades, such as giving you more attack power or allowing you to take more damage. These usually cover the entire team but will also provide you with additional abilities if your team happens to have the same perks equipped.
The closed alpha featured a number of stages, from the Batcave, Themyscira, to the basic training room stage that has been featured in various other games. There were other recognizable locations that were pulled from WB properties. With the number of characters and worlds that they’re from, I’m expecting to see some interesting stages in the finished product.
As you play MultiVersus, you’re provided with normal and daily missions. Upon completion of those missions, you’re provided currency which can be used to unlock things such as emotes, emblems, and of course, characters. Yes, it does mean that you’ll have to grind out these missions, most of them occur while playing.
Battle pass and microtransactions
With most free-to-play games, there’s also a battle pass, which was available to preview as well. Most of the items available were special edition emblems effects and different skins for the roster of characters. To be honest, I didn’t waste much time with it, as I was more interested in playing the game.
While everything so far has been positive, I do have an issue, a concern regarding the paywall that was available in the MultiVersus alpha. While the game is going to be free-to-play, during the alpha certain characters weren’t available until you used the in-game currency to purchase them. This included Superman, Batman, Steven Universe, and Garnett. I imagine there could be some sort of microtransactions in place that would allow you to purchase a lot of players instead of earning them in-game. But nothing has been said, so we’ll have to wait for WB Games to clarify this.
I wanna play some more
While this was just the alpha, I felt that MultiVersus, as it stands, is an enjoyable platform fighter. There’s lots of charm and fan service, the controls are responsive, and the netcode feels good. It’s very polished for an alpha, that is. I only wish I had more time to play the game. Thankfully, everyone will get a chance to check out MultiVersus, as the Multiversus open beta will take place in July 2022.
MultiVersus is slated to launch in 2022, for the PS4, PS5, Xbox One, Xbox Series X|S, and PC. So far, a Nintendo Switch version has not been announced but hasn’t been ruled out either.