Marvel Rivals
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With over 10 million players already , Marvel Rivalsis go its way up to being one of 2024 ’s biggest gaming hits . plump for by the ubiquitous Marvel IP , the barren crabby - platform hero shooter has launched flawlessly , with no server issues or major complaints . Instead , its players are fall off their teeth into the 33 hero roll that reaches into every pocket of the Marvel dealership .
Marvel Rivalsdoes have one noticeable drawback . Currently , Marvel Rivalsonly has five locating , which themselves are disperse out over eight single-valued function . While the launch roster is unmatched in its size , being only ten behindOverwatch 2 ’s roster after eight years of development , its map pool is starting off minuscule thanOverwatch 1 ’s launch consortium . Whilehero improver are always exciting , Marvel Rivalsneeds to focalize on rounding out its map roll , and when it does , it should lean on its unique mechanics to keep their pool feeling unfermented and interesting despite its size .
Marvel Rivals Doesn’t Have Enough Maps
Eight Launch Maps Is A Slow Start
For gunslinger , maps are the life - blood of creating a replayable biz . Every year , the newCall of Dutyhas its worth decide by its launch map syndicate . While hero shooters can list on lineament for gameplay diverseness , maps still play a life-sustaining role in ensuring refreshful experience and in preserve match ques rove . The map roll forRivalsis smaller than typical , with its eight mathematical function circularise across three plot - modes . Its obvious that stress was placed onfilling out its character roster , and while they were successful in that regard , the map pool needs to trance up .
Marvel Rivals may presently become the best Marvel game on the marketplace , and it ’s achieving this by fixing Marvel Avengers ’ self-aggrandizing innovation flaw .
hurt the pond even more is the shared location between many of the function . Yggsgard , Tokyo 2099 , and Wakanda check six of the eight maps . certainly , the single-valued function themselves offer different experience and secret plan - modal value , but the circumscribed visual diverseness is for certain noticeable . Re - using emplacement is n’t an inherently high-risk idea , but in combination with the already limited map pool , it does present itself as a problem .
Map Interactions Are Primed For Expansion
Rivals Should Further Develop Their Map Interactables
One of the benefits of shared locations is n’t actually used with the maps deal a location . single-valued function interactables are currently set aside forKlyntar , the homeworld of Symbiotes . The map feature symbiote blobs that can be shot by player to create additional walkways , block sight lines , and offer alternate angles of approach .
If next maps on Klyntar are released , it would be dissatisfactory if they did n’t share this trenchant interactable , which itself offers both gameplay and thematic interest . Rivalsshould slant on these interactables not just for queer maps , but for create a consistent mechanic for function in the same location .
With how many squad - ups there are in Marvel Rivals , it can be hard to keep cartroad of them all or what ’s deserving using , but some brook out above the rest .
Custom image by Nicholas Weid
This would make the positioning actually finger unique beyond their visual diversity , and would in all probability void the fatigue of unloosen maps ground upon a singular location . In this scenario , shared locations are actually a benefit to the biz , wherein players can more intuitively understand and use the mechanic . This could potentially reduce the bloat and learning curve of interactables , and alternatively give the developers more freedom to create even more decided gameplay options .
Destructible Terrain Can Be A Major Strength
Destructible Terrain Can Create Dynamic Strategies
While mathematical function interactables are currently few and far between , destructible terrain is a core feature ofMarvel Rivals . Every map has terrain that can be destroyed . Destructible terrain is still being worked out by players , but its inclusion enables a more various cooking stove of strategies for each of the mapping . There are already shortcut that can be created by destroying specific wall , as well as high - value mapping situation that have their power leveraged by their destructible and finite nature .
While a case can be made forMarvel Rivalscatching up to and even surpassingOverwatch ’s hero roll in sizing , that outcome is all - but insufferable for its current map pool .
As with map interactables , Marvel Rivalshas created elbow room for further invention and maturation . It ’s difficult to adopt the devs ' intention with destructible terrain beyond the weight it adds to attacks , but even if it was not in the beginning stand for to be a core strategic layer forMarvel Rivals , it remains a lever that can be further grow and integrated into the plot . The system is there already ; all that ’s involve is to push the lever further in future mapping designing .
While a case can be made forMarvel Rivalscatching up to and even surpassingOverwatch ’s hero sandwich roster in size , that outcome is all - but impossible for its current function kitty . Starting off already behind , Marvel Rivalsshould focus instead on creating more dynamic mapsby leaning into the mechanics that are unique to the game . Of course , own more maps will always increase replayability . However , more interesting maps can volunteer the same welfare by launch the excitement and potential drop of each new entry intoMarvel Rivals ' map pool .