New Marvel Beat em UP

It seems the beat 'em up genre is currently very popular, and everyone is trying to ride the wave of fans of this style in their own way.
Good enough for me, the more the merrier. Sometimes we get the bad ones, like DD Revive, but most of the new ones were pretty fun.
I even loved the latest Power Rangers game, in spite of all it's problems at launch. It was still super fun. The only poor recent beat'em up is probably DD Revive. I am almost sure Marvel's gonna be good enough to beat couple of times and enjoy your time playing that huge roster of heroes.
 
I just did a full playthrough of this (Played as every playable char) The game is fantastic. The only problem i had with it is it starts to drag on and on and on. First playthrough toke me around 2 hours and 40 mins.
 
Might cop it this Friday but like Danno might wait for a sale or some fixes since I read some posts about there is a progression blocker on a few heroes, difficulty spikes, no difficulty options etc...
 
I plan to give it a go, but I will wait for a lower price and fixes, because this is a clear example of broken game to me:

1500 hits on a beat em up isn't normal, sorry. They should rename it to MVC2: beat em up edition :)

Ah, the so called modern beat em ups and the focus on infinite combos + wall bounce
The video above is one of the reasons I strongly dislike wall bounce in invisible walls
 
I plan to give it a go, but I will wait for a lower price and fixes, because this is a clear example of broken game to me:

1500 hits on a beat em up isn't normal, sorry. They should rename it to MVC2: beat em up edition :)

Ah, the so called modern beat em ups and the focus on infinite combos + wall bounce
The video above is one of the reasons I strongly dislike wall bounce in invisible walls
🤣🤣🤣
 
I plan to give it a go, but I will wait for a lower price and fixes, because this is a clear example of broken game to me:

1500 hits on a beat em up isn't normal, sorry. They should rename it to MVC2: beat em up edition :)

Ah, the so called modern beat em ups and the focus on infinite combos + wall bounce
The video above is one of the reasons I strongly dislike wall bounce in invisible walls
@O Ilusionista if you have gamepass on PC or on xbox , They added this on there to download for free buddy (Well not free because u pay for gamepass but you know what i mean) That is how i got it :) hahaha. I have gamepass Ultimate.
 
The video above is one of the reasons I strongly dislike wall bounce in invisible walls
See, I never minded invisible walls, but this is yet again an example of modern devs not having a clue how to handle things the old heads solved decades ago. All you have to do is apply a ratio to the bounce. This introduces an organic decay so it's impossible to keep someone up forever repeating the same move, but doesn't impose any arbitrary limits. I mean, if *I* of all people can figure this out, and I'm nowhere near the old school devs in skill, how hard can it be?

C:
/*
    * If we are moving right, then we'll bounce
    * to left and vice versa. The bounce velocity
    * is 50% of original velocity so entity won't
    * bounce between walls forever or be TOO easy
    * to juggle.
    *
    * We also apply some damage to the entity as
    * a % of the velocity. If the entity is moving
    * left, we need to resign so the damage isn't
    * negative.
    */

    velocity_x = get_entity_property(acting_entity, "velocity_x");

    if (velocity_x >= 0)                                                                     
    {
        position_direction    = openborconstant("DIRECTION_ADJUST_RIGHT");
        toss_x    = (-velocity_x) * 0.5;                                                     
        toss_y    = velocity_x * 1.5;
        damage_force += (velocity_x * 3);                                                         
    }
    else                                                                             
    {
        position_direction    = openborconstant("DIRECTION_ADJUST_LEFT");
        toss_x    = (-velocity_x) * 0.5;                                                     
        toss_y    = (-velocity_x) * 1.5;
        damage_force += ((-velocity_x) * 3);                                                     
    }


While they are at it, and so desperate to copy Capcom, why not, oh, I don't know, actually do what Capcom did in the VS series? Add a simple gravity ratio that eventually overcomes the juggling lift. You still juggle to your heart's content, but you have to figure out the resets and use some skill + variety to do it.

These are not rocket science things.

DC
 
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