I have played Overwatch for well over 1,000 hours since its 2016 release, so I am not new to the hero shooter genre. And it is difficult not to think that Marvel Rivals was destined to be released in 2016. I should have been looking forward to its release while lamenting Harambe’s passing, watching English football reach a low point at the hands of Iceland, and, most importantly, enjoying the excitement of Captain America: Civil War. Nevertheless, 2024 is an entertaining hero shooter, and I have enjoyed it a lot because it has a large selection of diverse heroes in addition to some good maps and game modes.
But it is unclear if Rivals will attract the same passionate fan following that Blizzard and Marvel did years ago, something that other hero shooters have had trouble doing lately. Rivals is making every effort to defy that trend, though, with its meticulous attention to detail in creating each of its comic book characters, thrilling combat for players of all skill levels, and a comparatively generous free-to-play model.
As Taskmaster can attest, imitation is the purest form of flattery. It is also fair to say that Overwatch’s influence is evident in Marvel Rivals everywhere you go. In the well-known escort and point capture modes that have become mainstays of hero shooters, its 6v6 ensembles of tank, damage, and support comparable classes (here referred to as Vanguard, Duelist, and Strategist, respectively) engage in combat. You will either be fighting for control of a disputed area in the middle of the map, pushing Marvel-themed payloads through well-known locations like Wakanda, or stopping them from getting there. Although the wheel is not being reinvented here, Rivals’ superpowered action is effectively conveyed through these tried-and-true tug-of-war modes.
Now, I realize that I am talking a lot about Overwatch in my review of Marvel Rivals, but you only need to play the game to understand why. Its menus and user interface are eerily similar to those of Blizzard’s hero shooter, X-Men. Even though they are not the most inventive, it is difficult to complain about some of the hero designs because so many of them merely adhere to entertaining stereotypes that date back to Team Fortress 2. In addition, it is great to see superhero character designs that respect and acknowledge their comic book roots instead of adopting the Suicide Squad strategy of distributing assault weaponry to all members.
Furthermore, what initially appears to be straightforward imitation can occasionally turn out to be more inspired underneath. The healer/DPS combination Cloak & Dagger’s shapeshifting arsenal, Psylocke’s mutant mix of up-close and ranged damage options, and Loki’s intricate decoy-centered systems are all visually stunning and entertaining, but they can be difficult to control on the battlefield. It is quite remarkable to start with a roster of 33 players and have a fair variety of faces from match to match, with very few, if any, seeming totally superfluous. Yes, some of them feel a bit overly strong—Venom, Moon Knight, Scarlet Witch, look at you, kids—but this is by no means an intractable problem, and I predict that things will get more balanced over time.
Rivals is as eerily similar to Overwatch as the X-Men.
None of these choices are really unnecessary, but melee fighters may become a little distracted by the action because it can be difficult to discern where damage is coming from, particularly when an Iron Fist is relentlessly attacking you from all sides. In the middle of a battle, noise and color flood the screen, making it difficult to fight strategically. Actually, because they mostly rely on getting stuck in, I have not liked many of the tanky Vanguard heroes I have played so far. Instead of being important anchors that help the team win a point, they each play more like DPS heroes with larger health bars.
Even though it is early, it seems like the emphasis is being placed more on taking foes head-on than on location and map knowledge generally. In general, Vanguards are a group of excruciatingly slow targets that are capable of dealing damage, but they also serve as enormous distractions that absorb damage.
Fortunately, most of the players on the roster do significantly better. Hawkeye’s signature bow and arrow toolkit, which includes a very satisfying headshot pinging sound effect, Winter Soldier’s close-quarters cybernetic arm and hard-hitting hand cannon, and Punisher’s chattering turret that rips through enemies have all been entertaining to me. I have also been having fun running about in the role of Star-Lord, who is basically a cross between Soldier 76 and Tracer from Overwatch. His limited moveset of two SMGs, a speed boost, and a tiny health bar make him an intriguing glass cannon.
To make Rivals play a little bit differently than previous hero shooters, developer NetEase has a couple more clever techniques up its sleeve. Teamwork skills are the most important of them. For instance, Star-Lord has a long cooldown self-revive when teamed with Adam Warlock. When used properly, these passive and active combos can shift momentum, but they do not feel like total game-changers that make you feel like a slave to them when selecting heroes (or villains) at the beginning of a fight. This is a brilliant twist.
Other instances include selecting Rocket Racoon when your team has a Groot, which gives the slobbering rodent incoming damage mitigation by allowing him to literally add bark to his bite as he hops on his tree friend’s back and rains fire down from there. It promotes astute team building without abandoning characters or making them feel guilty for not agreeing with others’ constant demands to form a team.
When the wheels are turning, Marvel Rivals truly shines because to these synergistic systems and the much-appreciated absence of stun lock capabilities. This hero shooter encourages you to make extensive use of the abilities it bestows, and obstacles—both real and imagined—come at a high cost. Since I usually like to fire from a first-person perspective, I was first dubious about the third-person gunplay, but Rivals does a fantastic job of making each weapon feel unique and enjoyable to use. The ability ceiling appears to be high here, despite the game’s welcoming appearance. New players face an unexpectedly steep learning curve as they choose from characters who have more than six different powers to manage.
Rivals play a little differently because to clever skills like team-up.
Since one-on-one battles now take precedence over team play, there is nowhere to hide or assist the squad in a less confrontational manner. Wins have rarely felt like a team effort; more often than not, the outcome is determined solely by who deals the greatest damage. As of right now, it appears that all characters—including “healers”—are expected to get involved in the murder. This implies that there is never a dull time, but Rivals’ tactical performance at this point is also a touch lacking. But ideally, some practical strategies and character combinations begin to surface as the community becomes more familiar with its geographies and characters. Since teams often consist of four to six Duelists, it is evident that a lack of role queue plays a part in this.
The Wild West strategy relies on teammates to strategically choose their squad composition, which can be a lot to ask, even while the freedom and flexibility it offers are liberating. Tense overtime matches between two evenly matched teams are uncommon, and decisive wins are more likely to occur.
The destructible surroundings of the areas you will be fighting on represent another step in the direction of innovation. It is a clever approach to map design that enables choke points to be avoided in unique ways, making each round feel more dynamic than the last, whether that is the sci-fi walls of Tokyo 2099 caving in to reveal new sniping spots or the stone bridges of Yggsgard collapsing to remove an enemy’s position of strength. Even though I like the original collection of maps, I do wish their layouts were a bit more open, so sometimes the devastation is actually necessary. Nowadays, a lot of interior hallways and choke places, particularly in the payload models, can make some people feel a little cramped.
Since there are just eight maps available at launch, the sense of dynamism and destruction that Rivals offers is particularly important to its current appeal. Random map occurrences also play a part in this. Examples include the Wakandan goddess Mujaji the Life Giver, who obscures your eyesight and forces you to change your strategy at the last minute by erecting walls of white mist in specific pathways and passageways. Another clever strategy to maintain the restricted selection of maps seeming new throughout prolonged play sessions is to augment arenas in real time. Additionally, each level is graphically unique enough to provide a true sense of diversity, and it is all unquestionably gorgeous. Comic book elements like Banner’s metamorphosis into the Hulk or Star-Lords’s laser barrage ability are particularly striking.
The ability to see each player’s individual highlights after the game is over is another feature I enjoy. It ensures that everyone gets a piece of the spotlight, even though I secretly wish I had all the attention after a quadruple kill. However, part of the joy of making the entire lobby watch your “Play of the Game” A Clockwork Orange-style is lost. The entire package is well-made, shiny, and enjoyable to play with.
Even though it never exhibits the kind of ambition that a game like Valve’s Deadlock is bringing to the hero shooter-come-MOBA party in 2024, it is self-assured enough to be able to throw off the rip-off label. However, it has the lucrative Marvel license and free-to-play business model to help prevent a Concord-style catastrophe.
Microtransactions that are completely optional to fully experience Rivals’ action support that approach. I have already witnessed a wide variety of unique looks being displayed during games, with some appealing ones derived from popular comic books and films emerging frequently. The makers did not intentionally make the default Wolverine skin look like a hairy block of cheese to entice you to spend money to make him look like Hugh Jackman, but it is an option. Completing in-game tasks can generate cosmetics cash, which can then be exchanged for another currency on the battle pass. However, this process is slow, so if you truly want to change up your appearance, you will probably have to pay for it.
Since the remainder of Rivals is entirely free to play, I will refrain from being very pessimistic about this. When compared to competitors like Overwatch and Call of Duty, the skins are not very pricey, costing about $15/£15 each when using premium cash. Every hero is unlocked from the beginning, so at least it is just cosmetics. Given that Rivals depends on the excitement of its action to keep us interested seasonally, this is a significant advantage, and let us hope it continues to be so.