MARVEL'S AVENGERS Character Breakdowns Reveal New Details About Six Playable Heroes


Source: IGN

Category: Marvel's Avengers

MARVEL'S AVENGERS Character Breakdowns Reveal New Details About Six Playable Heroes

Following the recent Marvel's Avengers–focused livestream featuring three never-before-seen gameplay trailers, Square Enix has shared even more details on the game's cast: Captain America, Black Widow, Thor, The Hulk, Iron Man, and Ms. Marvel. Although the roster of playable heroes already is quite impressive, rumour has it that Black Panther and Hawkeye will join the fun via DLC shortly after the game's debut.

According to Marvel's Avengers Lead Combat Designer Vince Napoli — one of the masterminds behind 2018's God of War reboot — each playable superhero will offer gamers a dramatically different experience.

For example, Natasha Romanoff's unique style of fighting is focused mostly on sneaking around and killing enemies quickly (and preferably from the shadows), while playing as Bruce Banner's green alter ego requires some knowledge about the long-delayed project's — allegedly destructible — environments, as even his strongest attacks won't be enough to kill more powerful enemies, such as The Abomination and MODOK.

To learn more about the combat system, take a closer look at Napoli's character breakdowns down below:

"We actually started with Black Widow. She made the most sense [to start with] because she provides so many challenges, especially going up against some of the crazier, god-powered, god-tier heroes. She's incredibly fast. She's incredibly agile. She has the fastest melee attacks and melee combos in the game. She is also able to alternate between her electric batons as her heavy attacks, and you use those differently than her melee attacks on the light button [and] switch between multiple ranged weapons as well. Some of the most interesting and fun play we see with her is the ability to enter stealth."

"You stealth very quickly, get out of it and then enter it again. If you're playing her well, you do feel like you're constantly escaping the battlefield, entering the battlefield, tricking the enemies constantly. Then you add in her grapple ability to quickly move between targets, and you combine stealth, you make her this ninja on the battlefield where she's rapidly moving between enemies. You can't see here, she's disappearing, she's reappearing. Once we had all of those elements in place, she definitely started to play as something really, really special."

"Throwing the shield is obviously so iconic and needed to feel so special. His shield throw actually has its own built-in ranged combo. It's a unique characteristic the other characters don't have, which is that his ranged attack actually works like a combo. So perfect timing as you catch it and throw it will increment his throws and create different throws and reactions on the enemies."

"He also has a special counter kickback, which is when you use his charge throw, after it hits the last enemy, if you can time the kickback ahead of time, he'll jump up and kick the shield back and meet it as it's returning and he'll kick it back out and hit once again all the targets that you were able to target with his charge throw."

"Other than being able to utilize his rage and smash through stuff and feel that overwhelming sense of power, what would my gameplay strategy be as Hulk, what would a realistic gameplay strategy be as him if you were a Hulk player?"

"What if we took the idea of weaponization. Hulk is basically all about weaponizing the environment and weaponizing the enemies, or weaponizing the combat scenario around him. And what I mean by that is that that's actually why he's able to pick up and wield enemies as weapons. I'm going to prepare at the beginning of this fight because I'm going to rip up part of the ground and turn it into a giant boulder. And then I'm going to start the fight by leaping off the highest thing I can and dive bomb into the fight with my giant boulder."

"And for example, using the status effects, you can make that a cosmic-infused boulder. You can radiate the boulder with gamma. [Playing as Hulk] rewards a little bit of preparation work there, which is a little bit of an antithesis to Hulk, but it does reward a little bit of slight preparation with even more over-the-top destruction."

"What if he could use his weapon selection, not just in his range attacks, but integrate that into his melee combat, really make that a part of who he is? That way you can actually see him do a lot more of the iconic posing that you see in the movies and the comic panels. And once we had that down, I was like, ‘Well, let's do the same thing with lasers. Let's give him two dozen laser attacks that he could use in melee combat. So for example, his heavy combo finisher you can unlock is a pinning missile, which pins the enemy and takes them off and propels them into the air and then does different like loops into the air and runs different patterns and sends them flying."

"Her abilities for a melee game are a dream and a curse at the same time, because you can do anything with them. You can make any weapon attacks and motions with them, but at the same time... you can do anything with them."

"One of the approaches we took was to look for any influences we could from the rest of the Avengers with her actual moves. Almost all of her moves are based off of attacks that the other Avengers can do. So you'll notice, she's got a version of Black Widow's light trip kick, where she sweeps the enemies. She's got a version of Hulk's shoulder ram attack. She's got a version of almost every character's attack [with] the Kamala spin on it; just to give it that feel of, ‘She is learning, and where would she be learning from? Where would she actually draw inspiration from? Of course, it'd be from the other Avengers."

"The coolest thing about his combat is that you can trigger his Odinforce and [Thor can] electrify himself, protect himself, counter enemies. But it also has a unique property that it adds to every single one of his attacks. And it isn't just as simple as, ‘Oh, it just adds lightning damage.’ It completely changes the impact or the effect that it will have on the enemy. So you can see what it does and modify each of his attacks."

"You can change [Mjlonir] into this lobbed grenade-style toss, where it creates a lightning explosion and creates cluster bombs. Or you can change it into the ability to seek out targets in the battlefield, which is not the way its base throw works."

Marvel’s Avengers begins at A-Day, where Captain America, Iron Man, the Hulk, Black Widow, and Thor are unveiling a hi-tech Avengers Headquarters in San Francisco — including the reveal of their own helicarrier powered by an experimental energy source. The celebration turns deadly when a catastrophic accident results in massive devastation. Blamed for the tragedy, the Avengers disband. Five years later, with all Super Heroes outlawed and the world in peril, the only hope is to reassemble Earth’s Mightiest Heroes.

Marvel's Avengers will release for PC, PlayStation 4, Xbox One and Google Stadia on September 4, 2020; coming to PlayStation 5 and Xbox Series X this holiday season.

ABOUT THE AUTHOR: Bartosz Sobczak - Owner, Editor-in-Chief


Lawyer by day, video game reporter by night. Long-time fan of the Mass Effect, Age of Empires, Prince of Persia, BioShock — especially the second one — and Splinter Cell series (who still believes that the best is yet to come). Tries his hardest to shine a new light on the Polish game-development scene. Gameplay Mechanix is his biggest passion project to date. Often listens to old episodes of The Late Late Show with Craig Ferguson while writing. Privately a cat person.

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