MultiVersus Season 1 - An Honest Review

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MockRockTalk

MockRockTalk

20 күн бұрын

MultiVersus recently released, and while it came with a number of new characters like Joker, Banana Guard, and Agent Smith, it also introduced a radically new gameplay style and altered/dropped features that caused controversy in its launch window. Today, let's dive into everything about the game.
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Main channel: / mockrocktv
Twitter: / mrmockrock​
Patreon: / mockrock​
Twitch: / mockrocktwitch​
Business email: MockRockYT@gmail.com
Teespring: teespring.com/stores/mockrock
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Music used:
"MockRock Is Here (Relaxed)" - MockRock
"MockRock is Here" - MockRock
"The City of Townsville" - MultiVersus OST
"Steven Universe: Sky Arena (Synth Pop)" - MultiVersus OST
"Dexter's Laboratory (Chiptune Version)" - MultiVersus OST
"Rick and Morty: Get Schwifty" - MultiVersus OST
"Adventure Time: The Land of Ooo" - MultiVersus OST
"Ceaseless Gaze" - MockRock
All original music, as well as its stems, are available for download to patrons, KZfaq members, and Twitch subscribers.
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Thanks for watching!
#multiversus

Пікірлер: 454
@MockRockTalk
@MockRockTalk 18 күн бұрын
UPDATE: As of writing this, MultiVersus has just released their big mid-season patch. It didn't address every criticism in the video by any means, but credit where it's due, a lot of big stuff was changed. I've outlined the changes relevant to this video below; this will likely be the final time I update this pinned comment. -Input buffer customization returned -Swapping side/neutral attacks returned -Parry mashing to escape slightly suboptimal combos has been addressed -Many infinites have been removed -It turned out that many "hitbox issues" were actually because of a bug where attacks that applied certain status effects and hitboxes on the same frame would ignore the hitbox, this has been addressed -They also fixed a number of hitboxes -The City of Townsville is a bit less obtrusive -Significant character updates -Wonder Woman's dair animation was altered to imply less of a lingering hitbox -"Zoinks" is now spelled correctly *Main channel:* kzfaq.info *Twitter:* twitter.com/MrMockRock *Patreon:* www.patreon.com/mockrock *Twitch:* www.twitch.tv/mockrocktwitch *Teespring:* teespring.com/stores/mockrock
@AweDude77
@AweDude77 18 күн бұрын
the patch did not help, it's 20 matches per battlepass tier even.after the extra buff thar it got yesterday is basically nothing
@Omnirose
@Omnirose 18 күн бұрын
Love the video, but I am surprised you didn't mention how hard it is to get new characters in this game if you weren't playing since Beta. This actively is detrimental to any competitive offline scene because almost all of them require multiple settups, even at the local scene, and destroys the game's ability to garner in new players by pigeonholding them into a really shitty situation of wanting to play a new character but realizing they have to beat a huge grind wall or pay up. In my opinion this is the game's biggest flaw that will kill it if not seriously reworked.
@ShyRanger
@ShyRanger 17 күн бұрын
In regards to the speed-changing controversy, you mentioned how it is bad in a sense because it's not game-to-sequel, but rather the same one thing changing. I would also add it's bad because it shows (yet again) any game that's fully digital can easily just erase itself, or its past self, with no sense of preservation.
@bumibomber
@bumibomber 17 күн бұрын
​@@ShyRangerI think it's also a hard to mention its definitely an obercorrection and wasnt the main thing that fixed the spammy movement of the original; I'd argue what really actually helped the game was the implementation of the dodge meter in itself that drastically slowed down the game's spammy disadvantage state. The large models and too harsh of slowing down makes it a very boring spectator sport even at higher levels and it leaves a game that feels almost too reactable.
@TimoDmon007
@TimoDmon007 14 күн бұрын
Every time I see one of your game analysis and critic, I can't help but picture the gourmet in ratatouille
@lasercraft32
@lasercraft32 18 күн бұрын
Considering this game is licensed by Warner Bros, its clear that the predatory monetization is a result of corporate meddling to try and squeeze as much money out of this as possible, to the detriment of the game itself.
@SoulKingBK
@SoulKingBK 17 күн бұрын
Which is so stupid I understand that due to capitalism focusing on quarterly returns, they don't really care about long-term growth. But holy s*** this game won't even survive past a single financial quarter with how greedy they chose to be these guys are idiots
@lasercraft32
@lasercraft32 16 күн бұрын
@@SoulKingBK ikr? Companies feel like they're so bad at their jobs these days...
@toolazytobeoriginal4587
@toolazytobeoriginal4587 16 күн бұрын
​@@SoulKingBKisn't that less capitalism and just corporate culture as a whole?
@shepardice3775
@shepardice3775 16 күн бұрын
​@@toolazytobeoriginal4587Lol corporate culture doesn't just exist in a vacuum. It's the outcome, capitalism is the cause.
@nzpowa._.6662
@nzpowa._.6662 16 күн бұрын
Which you can point specifically towards discovery, who's been doing so much tax write off its hurts the animation industry very soul.
@Scouthedog1
@Scouthedog1 18 күн бұрын
It's nice to have someone talk about the game Objectively with praise For the stuff that's done right and pointing out the stuff it does wrong. Most people on the Internet just say it's bad or it's really good. Nice to have a discussion
@1mrcow143
@1mrcow143 18 күн бұрын
Love your videos btw
@MrGameguyC
@MrGameguyC 17 күн бұрын
Same. This video is the most levelheaded take I've seen.
@DieHard1912
@DieHard1912 17 күн бұрын
@@MrGameguyC what non level headed take videos have you watched? guess im smelling bullshi*....
@MrGameguyC
@MrGameguyC 17 күн бұрын
@@DieHard1912 What are you even trying to say
@AstroBladeZ
@AstroBladeZ 16 күн бұрын
Yoo it's him
@moowaffels
@moowaffels 17 күн бұрын
"maybe its sheer unabashed greed. i couldn't really tell you." Yes. yes you can. you pretty much already did. Don't hold your punches. its warner bros, they have a track record.
@prestige8477
@prestige8477 17 күн бұрын
I don't understand why some people are so shy to call out blatant anti-consumerism when they see it? If creating a digital economy that is intended to confuse users into spending as much money as possible while offering loot boxes isn't greed then what is? It's the metaverse garbage all over again. They want an economy that THEY control and they want you to invest in their cryptocurrencies which fluctuate in value depending on how expensive they decide to make the in-game items. They want you to spend as much time as possible in their digital economy as possible and they won't hesitate to punish you if you decide to take a break or don't want to spend money.
@PoorFinancialChoices
@PoorFinancialChoices 7 күн бұрын
He didn’t pull his punches out of love for WB; he pulled his punches because he didn’t want to make any assumptions and wanted to be as honest as possible, even if it is likely because of greed.
@moowaffels
@moowaffels 7 күн бұрын
@@PoorFinancialChoices I get that and can relate to not wanting to make assumptions but when it comes to obviously greedy tactics from a company like WB statements need to be made. On a broader subject corporate greed is a very infectious problem and we need to very clearly call corporations out on it. When it comes to games they’ll keep ruining good games with greedy decisions if we stand by and give them the benefit of the doubt.
@PoorFinancialChoices
@PoorFinancialChoices 7 күн бұрын
@@moowaffels Dang, good point.
@paulakroy2635
@paulakroy2635 4 күн бұрын
I mean I think the problem is whale fund the majority of these free to play games. I think the montenziation campaign needs to be more targeted on the issues.
@maxhamm5942
@maxhamm5942 17 күн бұрын
MockRock is so funny because he's got the most thoughtful platform fighter analysis in the business, but then all his favourite moves are swinging the big sword.
@jmurray1110
@jmurray1110 8 күн бұрын
I mean sword swing is satisfying
@CoraCreates
@CoraCreates 7 күн бұрын
@@jmurray1110indeed.
@andreworders7305
@andreworders7305 Күн бұрын
Aether for the win!
@PhazoGanon
@PhazoGanon 18 күн бұрын
yk I wish Multiversus did some of the stuff Ultimate did with 1v1 specific things, like shrinking characters down or speeding the game up.
@Technoblast649
@Technoblast649 17 күн бұрын
It technically does. They patched 1v1 to have 15% less hitstop
@PurposeDriven7_
@PurposeDriven7_ 17 күн бұрын
@@Technoblast649that literally doesn’t compare. 1v1s still suck and are very boring in comparison
@Billymaysx
@Billymaysx 17 күн бұрын
Playing the game it doesn't bother me, but watching the game is hard because it is so slow.
@AYEANNI
@AYEANNI 17 күн бұрын
The game is still 2x faster than Ult lol
@gorbla1231
@gorbla1231 17 күн бұрын
Go play smash then lol what are u even complaining about? "I wish the game that was specifically designed to be a 2v2 alternative to smash bros focused more on 1v1s and was like smash bros" yeah I'm sure they'll get right on it.
@Blackacre438
@Blackacre438 18 күн бұрын
37:20 oh god it’s Olimar. Everyone in Multiverses has the same UI issues as Olimar. It’s a cast of Olimars
@oscarwillimott9296
@oscarwillimott9296 18 күн бұрын
OH NO. OLIMAR.
@Drake_Waffle
@Drake_Waffle 18 күн бұрын
Makes sense why I got no problems with this
@modernkiwi6447
@modernkiwi6447 15 күн бұрын
It’s just an arrow over your front most Pikmin what are you on about
@GT-Rev
@GT-Rev 6 күн бұрын
Its impossible to see on some stages and also the same color as one of your pikmin​@@modernkiwi6447
@WhyYouWahYoo
@WhyYouWahYoo 18 күн бұрын
I think the discussion around speed is interesting because it reveals why different people play platform fighters. Moky had a really good video on what he (and a lot of Melee players) appreciate the most about Melee in particular, and that's the two pronged approach of learning and implementing. The art of wave dashing is on its own a skill, but implementing it properly is in itself something that needs practice, and in that sense, it's very clear to see how much you've improved from before, and for a really long time, too. That kind of two-pronged depth, though, also inherently comes with a wall that a lot of players, by default, aren't willing to even attempt to break down, which hampers accessibility, and as someone with a deep love for video game history and not so much for platform fighter mechanics in general, I definitely prefer Ultimate. I think a lot of people struggle with communicating what about a given game is appealing to them, maybe they don't know themselves, and so they boil it own to "high speed = more fun." This has particularly soured Multiversus because a lot of things are SO different, and a lot of what was appealing to certain players IS indeed gone, but it calls itself the same game. I would feel lost for words too, to be honest. It's a shame, too, because this game has some of my favorite character designs ever in a platform fighter, excluding the cooldown and meter overuse on some. Superman, Gizmo, and the Iron Giant are some of the most fun picks in Platform fighter history for me, and seeing the reception and online community be slowly decayed as you mentioned over these past two weeks makes me scared for the future, and for many, this game has betrayed them twice too many times anyways. Anyway, great review.
@AdmiralBobbery123
@AdmiralBobbery123 18 күн бұрын
This is easily the most thorough and complete feeling take on this game I’ve seen. I’m surprised this isn’t a main channel video.
@celestia74
@celestia74 17 күн бұрын
wait what the heck I didn't even notice
@rnggaming1060
@rnggaming1060 18 күн бұрын
30 frames input buffer is absolutely wild
@spaghettiwarrior1573
@spaghettiwarrior1573 17 күн бұрын
Yeah that’s actually insane. Remember the days when people called vanilla SF5’s 8 frame buffer horrible? That’s nothing compared to this
@muno
@muno 17 күн бұрын
@@spaghettiwarrior1573 SF5 was 8f input lag (delay between button press and action), MVS is 30f input buffer (how "early" you can be when pressing the button and still have the action happen)
@spaghettiwarrior1573
@spaghettiwarrior1573 17 күн бұрын
@@muno thanks for the clarification, Sf5 still has an input buffer, but no more imput lag
@Chzrm3
@Chzrm3 16 күн бұрын
I'd go so far as to say it's absofruitly wild! 😅 (but yeah that shits crazy it's so annoying comboing someone and you do the wrong thing cause 5 years ago you pressed to the left and the game won't forget it)
@blueskeletonking2701
@blueskeletonking2701 15 күн бұрын
Yeah absolutely shit you right
@Lonqudor
@Lonqudor 18 күн бұрын
I’ve wanted no platform fighter to succeed more than Multiversus, but I don’t think the game is in a sustainable state in the slightest. In both gameplay, business practices.
@creativeandfunnyname3744
@creativeandfunnyname3744 17 күн бұрын
I know it's not really what you're trying to do here, but when talking about moveset creativity, I feel like Finn needs to be mentioned. I think he truly is the ganondorf of Multiversus. Every other character's movesets are loaded with references, but Finn, who has ten seasons of potential moves, gets a mountain of basic sword swings, uninspired specials, and an item shop gimmick plagiarized from Rivals' Shovel Knight with almost no relationship to his series.
@milla8632
@milla8632 17 күн бұрын
At the very least I thought he would incorporate his various swords but they've just been relegated to being a part of skins
@Sparkjolteon
@Sparkjolteon 16 күн бұрын
i think finn's general gameplan does capture the sort of brain-off charging-forward vibe of early AT finn and he IS fun to play, but yeah, he's pretty basic all-around. since he's a character who can actually fight it's not too surprising to me though the chargeable attacks and hi-five are good overall imo, and i don't mind collecting money for a powerup because it IS a traditionally adventure-y mechanic. but using the item shop for swords with different properties would be a lot more interesting than "boots of speed", and i'm shocked he doesn't at least have some kind of sweater-grapple move since that's one of his most iconic moments in the show IMO. if they'd gone with his prosthetic arm design they could have also incorporated some stuff there, or used the grass arm in some form, but that dips into the issues with representing a character with tons of different states through a pretty small fighting game moveset
@creativeandfunnyname3744
@creativeandfunnyname3744 16 күн бұрын
@@Sparkjolteon I don't really mind his normals, and the high five is fine (although a little basic, and weird since first bumps are like, one of the most iconic moves from the series). I think the big offenders are his side B and the lack of AT references in the item shop. What makes the moveset such an issue is the enormous missed opportunities. While the points about the robot arm and swords causing iteration issues are valid, I want to counter by drawing attention to Morty's moveset. Morty's also a basic teenage boy who goes on wacky adventures, and his moveset is almost entirely made up of references to single episodes. Half his moveset is the giant arm that only appears in one episode (and disappears in said episode). If movesets can draw so heavily from powers that the characters only had for 1 episode, then Finn could have, for example, the ice weapons from "chamber of frozen blades", or the wacky items from "Dungeon train", or the magic powers he gets in the wizard episode, etc. Again, he has ten seasons of chaotic adventures, and yet his moveset is as bland and basic as possible. And I'm sad.
@CJ-ln5ov
@CJ-ln5ov 15 күн бұрын
This all news to me since I still haven’t gotten into Adventure Time. What surprises me more is the fact that Steven Universe, on the other hand, DID get a healthy amount of references while still being faithful to who he is, despite Finn having so much more potential with a whopping ten seasons. Steven’s a pacifist who can project a shield, and I think the devs came up with a lot of good ideas for how he uses for defense and offense. Mesh that with the reality that this is a game where every character has to get aggressive. This is where the devs made another smart move. They gave Steven his Bubble Boxing Gloves for most of his neutrals and even went as far as giving him his spike wall (If you know, you know). These are moves that would not be canon to Steven until the post-series content, but it does pull from a point in his life where he became more aggressive. “What about Watermelon Steven?” Um…I guess he’s good for setting up a Neutral Special tether whenever you want? Hey, they can’t all be winners.
@Sparkjolteon
@Sparkjolteon 15 күн бұрын
​@@creativeandfunnyname3744 i think they mostly come from different schools of thought - for a fighter like this, you could try to represent a fighter through references and iconic moments, or you can make them fight the way they would in-universe. for someone like finn, who already has a weapon and fights monsters, it makes sense to stick a bit more to actual attacks for me rather than just having him pull out stuff from random episodes i do think there's a better balance they coulda reached though, the shop is dreadfully boring even if the BMO item is kinda cute. i really do love the idea of letting him pick between swords, for example - with Scarlet being his default, the Finn Sword or the Night Sword being an all-around reliable powerup, the Demon Blood sword as a super-powerful weapon that breaks after a few hits, and the Grass Sword as a faster, combo-focused option that hurts Finn over time and maybe replaces his neutral special with a powerful finisher that gets rid of it kinda akin to the BMO upgrade.
@thomascabral9800
@thomascabral9800 18 күн бұрын
You have no idea how good it feels to have a review that doesn’t tear the game to shreds (like the MultiVersus subreddit does) and doesn’t overly praise it either. It’s been so much fun for me so far, but the amount of issues sometimes makes me want to pull my own hair out.
@Bird_in_a_Trenchcoat
@Bird_in_a_Trenchcoat 16 күн бұрын
my biggest issue with multiversus is the art style. everything looks so corporate and clean and its just not very fun to look at. every character looks like a plastic action figure. i know that 3D is a lot easier to work with for this kind of game, especially with how many skins are in it, but part of me wishes they went with a 2D cartoonish aesthetic. with all the looney toons, scooby doo, and adventure time characters, so much of the cast are from cartoons and would look better in 2D anyway. even the DC character designs are based of their cartoon appearances rather than live action. and if animating every character by hand in 2D would be too much work (which is totally fair), they could have gone for a 3D cel shaded look like the guilty gear series which mimics more traditional animation
@lostgriff
@lostgriff 12 күн бұрын
As a Multiversus content creator I can't glaze this video enough. An absolutely perfect review of the current game systems and flaws. Thank you for making such a good and constructive video for the devs to look into!
@xolotltolox7626
@xolotltolox7626 18 күн бұрын
At 6:50 Tbh, this is an absolutely wild hot take I have, but just removing crouching entirely would solve this issue, especially since there is no point to crouching in a game where there is no difference in highs and lows like a traditional fighter
@theclaudfather6436
@theclaudfather6436 18 күн бұрын
I don’t know about this game, but crouching does reduce knock back by a bit in Smash.
@camerondepotato1005
@camerondepotato1005 18 күн бұрын
Some characters have uses to their crouch though. Joker for example changes which card he’ll throw with his neutral. Also bugs gets a projectile out of a box. I’m sure they’re more too
@WCOG93
@WCOG93 18 күн бұрын
You play platform fighters? Of course crouching is important. Some moves, especially while landing, can whiff based on character hit boxes. So while there aren't tradition high mid lows, being able to shrink your hit box ABSOLUTELY matters and is necessary. Also some characters have specific crouch walks, like Snake in Smash.
@strike123456789
@strike123456789 18 күн бұрын
Morty can dodge stuff because of his crouches smaller hurtbox and he gets dodge meter back.
@waffleman8053
@waffleman8053 18 күн бұрын
I'm not sacrificing Marvin's goomba walk for this.
@Maxler5795
@Maxler5795 17 күн бұрын
11:55 Speaking of that. Something noone ever talks about, at least in spanish, the game is fully translated. That is text AND dub. And i dont doubt they did the same for other languages, either.
@thecataking6933
@thecataking6933 17 күн бұрын
With banana guard ive seen a lot of comparisons to piranaha plant, being a weird pick from a series that people want to see different characters from. But the thing here is that plant is actually more of a love letter to the wide variety of piranha plant enemies in the mario games, and banana guard is a character with a spear. There were a ton of things they couldve done with this guy but they didn't, so it just comes across as lazy.
@willye0527
@willye0527 17 күн бұрын
This kind of video is honestly so helpful to the Multiverse discussion which has mostly become stale and black and white, at least online, with people either arguing that it's certain aspects such as 'Slow gameplay" and "Broken Combo's" are defining of the game's quality and the other side on the backfoot constantly trying to deny the problems that people bring up. I have honestly learned so much more about the game from this video.
@sauce5097
@sauce5097 18 күн бұрын
I don't like the way the devs look at balancing the game. They prioritize nerfing characters (even the bad ones) and adding cooldowns to moves instead of giving love to the the ones who really need it, like Velma, Lebron, Jake, Garnet... Not a good incentive to spend money on new characters
@jmurray1110
@jmurray1110 18 күн бұрын
Yeah like iron giant needed it but needs shoujd be for gage freaking combos not can dash combo And I just hate the cool-down system like why especially on moves it probably should be on Like black Adam why is his dude side special on cool down down special makes sense given it’s a projectile sheild and messes with his projectiles but why tge movement option
@multiversusuniversity6806
@multiversusuniversity6806 17 күн бұрын
​@jmurray1110 ? he literally still moves just the same just no projectile following him lmao
@jmurray1110
@jmurray1110 17 күн бұрын
@@multiversusuniversity6806 yeah but there’s a difference between a spammabke projectile and a defensive hitbox Think more like pikachu if quick attack became agility if you recover too much
@AYEANNI
@AYEANNI 17 күн бұрын
They haven't nerfed a bad character yet and they did one cooldown change. Why generalize everything
@sauce5097
@sauce5097 17 күн бұрын
@@AYEANNI Lebron lol. Lowest use rate and win rate and he still got his balls nerfed. One cooldown change just shows that they aren't afraid of slapping cooldowns on characters to 'balance'
@BadMann3rs
@BadMann3rs 18 күн бұрын
My biggest issue is how much overlap the player models have during combo strings- its like they dont exist on the same plane but are still fighting each other, like stickers on top of each other 🤦🏾‍♂️
@Rough_Estimates
@Rough_Estimates 17 күн бұрын
It truly feels like warmer brothers made them release early on top of execs demanding they make the store more like fortnite
@kicksyo2171
@kicksyo2171 17 күн бұрын
I’m so glad to hear someone else talk crap about the city of Townsville. The first time I played on that stage I was like I never wanna play on this stage ever again.
@thomascabral9800
@thomascabral9800 17 күн бұрын
I would be fine with the stage if it weren’t for Mojo Jojo popping up so frequently that he completely interrupts the flow of the stage. It causes it to go from being a normal fight to being ‘see how much stuff you can avoid while TRYING to fight each other’.
@kicksyo2171
@kicksyo2171 17 күн бұрын
@@thomascabral9800 yeah, he’s the worst part of the stage.
@noiceman4231
@noiceman4231 3 күн бұрын
I really hate that stage, it's not bcs his design, it's actually good and simple, bur with the pain in the but that is mojo popo spaming bomba and a Lazer and turning ppl intro stupid dog can make everyone hate the stage.
@minixlemonade2335
@minixlemonade2335 18 күн бұрын
This game looks like a DLC simulator with a fighting game side mode
@Eggscramblercomms
@Eggscramblercomms 18 күн бұрын
6:48 I feel like such an idiot. I’ve spent YEARS dropping punishes and dying to up smashes because my character was standing in place and crouching like an idiot instead of dropping through platforms to hit aerials, and I had no idea how to differentiate the inputs. It actually got so bad that for the entirety of ultimate’s lifespan, I played on FD online because I considered platforms to be just as obnoxious hazards to move around as on any normal stage. It wasn’t until you made your video on final destination that I realized why I thought Samus was so toxic and give plats another try. I used to GROAN every time I loaded a match into battlefield.
@bluerobin7051
@bluerobin7051 17 күн бұрын
You can also fastfall through platforms.
@DeadweightLKS
@DeadweightLKS 17 күн бұрын
25:00 Having never played Multiversus, I had to watch earlier clips in the video multiple times to figure out that Jason’s mist teleport was doing damage, because I couldn’t figure out what was hitting opponents. I eventually figured it must be like, a turning shoulder bash or something, but I really didn’t get that it’s “just like that” until you confirmed it later here
@jmx999
@jmx999 17 күн бұрын
Was hoping the patch would get you to address the patch culture. Back in the beta it was my personal biggest gripe with the game and with some of the recent patch notes it seems like it will still be a problem moving forward. The amount of changing attacks by one or two percent is lame as hell and feels like changing something to say something changed. Bigger deal changes feel very reactionary. Before there was no point in finding anything cool a character could do because it was usually gone by next week. Hard to gage now that it feels like every good character just has TODs now but things like WW whip changes and removing iron giant show shortsighted balance decisions that happen to often that I don't find fun. I get people not bringing up patches because that involves following for an extended time but it does feel like it hurts the ongoing playerbase more than they notice.
@YojimboJames
@YojimboJames 17 күн бұрын
I agree with basically every sentiment expressed here. I main black adam because his kit is extremely unique and he’s fun to play. The other night, I found another black Adam player and we played 20 games, super back and forth and it was genuinely the most fun I’ve had in a platform fighter. But yeah current build is absolutely live beta 2.
@thegoldpoopyscoopy
@thegoldpoopyscoopy 19 сағат бұрын
You main *WHO*
@Trench_Thumb
@Trench_Thumb 16 күн бұрын
Can't wait for MockRock's "Best of Every Move in MultiVersus" 😂
@paulakroy2635
@paulakroy2635 18 күн бұрын
18:20. This is something super missed by a lot of casuals consumers of fighting games actually miss when discussing fighting games.
@grunkleg.3110
@grunkleg.3110 18 күн бұрын
Even the Ultimate devs
@zapkido2830
@zapkido2830 14 күн бұрын
nick all stars brawl had this problem hardcore and everyone was like "omg melee" even though it was just swinging endlessly
@irakyl
@irakyl 17 күн бұрын
Even though you say the arguments against the slowing down of the game aren't very substantiated, I 100% understand where they're coming from. It's like going from 150 cc back to 50 cc in mario kart, it feels so jarring. But if the new version is better then it's worth getting used to it.
@user-bn1ns6xp3i
@user-bn1ns6xp3i 17 күн бұрын
I very rarely comment on videos, but wow. What an incredibly detailed and insightful presentation you shared with us. Thank you very much for your high level and rational unbiased analysis. You cleared up a bunch of questions I had about the development side in particular.
@lasercraft32
@lasercraft32 18 күн бұрын
I haven't played it yet, but just looking at the footage it feels as if its played in slow motion... Watching the video at 1.25x speed feels more natural, as if that's what the game _should_ play like.
@-AirKat-
@-AirKat- 15 күн бұрын
iirc it _was_ faster in the beta, but it was made slower & more zoomed in for some reason
@lasercraft32
@lasercraft32 15 күн бұрын
@@-AirKat- I should clarify, I did play the beta, but I have not played the re-release. I understand it being slower, but it shouldn't be THAT slow, y'know?
@Blazertronics523
@Blazertronics523 11 күн бұрын
It feels right...
@omarijackson1034
@omarijackson1034 4 күн бұрын
​@lasercraft32 Its really not that slow when you get your hands on it, not sure if you have yet but even now people are learning more ways to adapt the movement too, a tip. Instead of dodge jumping like we used to in the beta try jump dodging and throwing out a move it does something different which is super fun to play around and definitely gives movement options. We also have IAD and the community recently learned "hyper hop" (only name ive heard for it) so curious to see how that gets implemented
@lasercraft32
@lasercraft32 4 күн бұрын
@@omarijackson1034 I mean like the actual animations themselves feel slower than they should be.
@yawns3004
@yawns3004 10 күн бұрын
7:00 coming from smash ultimate, where falling through platforms is inconsistent even after years of playing, i love the down + jump input in Multiversus. Its extremely consistent and not clunky after a few mins of practice
@waffleman8053
@waffleman8053 18 күн бұрын
Im glad you called out the overuse of cooldowns. At the very least, cooldowns should fill faster if you hit the opponent.
@MrGameguyC
@MrGameguyC 17 күн бұрын
Agreed
@magmarxiogaming6717
@magmarxiogaming6717 12 күн бұрын
the biggest benefit multiversus has at the moment is the simple fact that it is a live service game, because of that the game is going to be constantly updated and worked on so it in turn rewards those who stuck with the game without having to deter new/returning players, the game will get better over time but at the moment the game is in a launch overwatch 2 state and that sucks but it's going to get better and the devs have been making constant efforts to stay true to their name, even in spite of what WB does.
@TheRTDZ
@TheRTDZ 17 күн бұрын
Why did they rush the re-release? Because they had already promised to re-release it in the first half of the year, so they had to. And considering that they were doing weird advertising before the game came back out, Warner clearly expected them to do so earlier than this.
@ThisOffendsMeTV
@ThisOffendsMeTV 17 күн бұрын
I bought a bugs skin and then it allowed me to be able to buy me a new bugs skin lmao insane.
@psdjklgfuiob
@psdjklgfuiob 17 күн бұрын
glad to see you got ike fair back, and now i understand why you had so many wonder woman clips LOL
@JacobSC_
@JacobSC_ 18 күн бұрын
I'm still not happy that this game took the route of a free 2 play game, because now I have to grind to unlock characters. I know I gotta pay money to play other platform fighters but at least in those games I have a full roster and alternate costumes. This was a disappointment for me personally, maybe future updates will make this game a better product. Great video on this topic 👏
@imstillnothere
@imstillnothere 18 күн бұрын
I like the way you switch between giving the game its dues while also pointing out the littler details that can use work, like how long it takes after you die that the opponent can move freely and taunt you. The way I see MVS is it's a game does miss the bullseye on a lot of its decisions, but at its core it still has the makings of a good game. The amount of love you can find despite humble beginnings, is there even with its short comings. The devs have been a lot more receptive this time around with weekly patches and I hope they can see this video to continue improve the points you mentioned. To make MVS from "When you have that good match" to "I'm often having that good match". I still really enjoy this game and I want to see it thrive even with a rough start. It truly holds something that no other plat-fighter has provided with its ingenuity and character design.
@Rayyveil1
@Rayyveil1 14 күн бұрын
I feel like the only people who are going to understand just how bad the networking issues are, are the crossplay friends, where 1 has an xbox or ps5, and the other has a pc. On my mother, me and my friend spent 20 minutes just trying to get 1 game where they didnt get kicked, and it only happened 1 time, every other time they were kicked for connection issues
@Athorment
@Athorment 14 күн бұрын
Congratulations to Multiversus for releasing their Beta in 2024 😊
@AgentKyo
@AgentKyo 15 сағат бұрын
Absolutely bar none the best review of MVS on KZfaq. MockRock doesn't just point out obvious, he legit talks about the both pros & cons in great detail.
@HypeVoiceActing
@HypeVoiceActing 8 күн бұрын
This is probably the best summary of Multiversus I've seen on the internet, in terms of highlighting its negatives *and* positives. Multiversus is a game I really *want* to love, and I am able to squeeze a good amount of fun out of it, but it's hard to ignore a lot of the problems stacked against it, as you've brought up. It's a terrible combination of Player First Games' clear inexperience as a newly formed studio (though to be fair, the fact that they're very attentive to fan feedback does help cut them some slack) and Warner Bros' absolute heartlessness in terms of game publishing (a problem that isn't even exclusive to Multiversus *coughSuicideSquadcough*) that puts this game in a very rough position to defend. At its core, there is a very solid and enjoyable game to be had here. It just depends on if you're able to dig deep enough through the intrusive elements to get to it. Also I find it funny you give the Townsville stage so much flack, because it's actually my favorite stage in the game so far lol It feels the most like a Smash Bros stage and the ongoing commentary by Mojo Jojo is too charming to dislike, at least to me.
@CJ-ln5ov
@CJ-ln5ov 15 күн бұрын
I should really be getting to sleep, so I’ll try to be brief. Thank you for this video. As always, your analytical insights are a breath of fresh air compared to the New York Drive-Byes of “fix your game” and “your main is trash” that I see on Discord. I promised myself I’d only comment on one topic, and I’ve chosen your critique on the team-exclusive signature perks. This was a problem I had with the game since the beta, but going off of the rebuild’s potential development history, expecting new ones sounded like too much in hindsight. I found it funny when you asked why some characters have two signatures while others get three. When you followed it up by using Arya as an example of someone with one universal signature and one team-exclusive, that was good, but I was also surprised because LeBron has always been the biggest offender to me. He has three, but TWO of them are team exclusive, and what does the only 1v1 compatible perk do? It makes the basketball explode if it hits from a long distance. I’ve only ever seen this in two lights. It’s either underwhelming, or I just never see it happen at all.
@ZzigZaG00NIN
@ZzigZaG00NIN 6 күн бұрын
I would have never guessed ranked mode would still be coming soon after the game came back
@BobzBlue
@BobzBlue 18 күн бұрын
An overridable buffer or even a buffer only when an input is held may be preferable to just a shorter buffer window.
@GammaFn.
@GammaFn. 17 күн бұрын
Smash Ultimate has a 9 frame buffer, but you can start the input as early as you want as long as you hold it until that 9 frames before you're actionable.
@luckyloomagu
@luckyloomagu 17 күн бұрын
Multiversus biggest issue is, and has always been, optics. The game looks AWFUL. Even if it's a good game, it just has this appearance to it that implies a sort of like, anti-climax. As you said, a lot of kill moves seem to get their 'power' out of nowhere, Garnet has an attack where she slams with her gauntlets fused into a giant club, but it's weaker than he throwing a fairly weak-looking punch. Banana guard has a move where he runs forwards with his spear out, and it'll practically instakill at any percent above 100, it's just so strange. I think smoothing out the VFX can help a lot with that -- I could buy Jason's mist hurting you if it did like a slash vfx when it showed up, I could understand Garnet's neutral charge attack being more powerful if it had some kind of heavy impact effect, I could even understand things like joker's balloon if it inflated to a gigantic size for a brief moment then shrunk down to its regular size afterwards. The game lacking these things makes it feel, in essence, cheap? Compare this to smash bros, and it's easier to see what I mean. When Byleth does basic sword swings that aren't expected to kill, they have a swoosh effect, but it's very light and diminished, compare that to their axe attacks, and you can see the 'severity' of the vfx increase in proportion to the danger of the move. Another good example of this is Hero, where a lot of their sword slashes leave behind a thick trail because they're very powerful, but his smash attacks in specific often will have a sharper glare, a flash of light, or a similar effect to indicate the potential for immense strength. When you see a move kill that looks as though it has a weak animation, it often leads to a feeling of 'oh, it didn't look that strong.' Which can, over time if it repeatedly happens, morph into a feeling of 'Dude, did they just not have the budget to make the animations better?' Or something similar. It's a drop in the bucket compared to all of the other optics issues the game has, but I think that an overhaul of a lot of the VFX is probably due, hopefully sooner rather than later while the game still has public momentum.
@DieHard1912
@DieHard1912 17 күн бұрын
i agree with this, imo, superman felt like a harder hitter in the beta, now it feels like every time supes punch, its wacky, his super armor move feels so weak compared to a normal punch string... and his flying grab, well lets just say you prob wont even use that move any more... why, cause supes (cant throw far) at all lol. if i grab you up right next to ring out i should be able to throw you into a ring out, these guys stop a millimeter away nd then can jump away. Yet like you said getting killed by a banana guard at 100 or less, feels so cheap. you cant even get in on some of these characters, supes vs banana is a bad match up just due to banana range, only thing a supes really can do, is fly grab, super armor, both of which feel weaker than every single one of banana guard moves. Don't really think I need to speak on supes lazer nd fly up nd down punch as both of those moves were gutted/nerfed in the beta nd it seems like they kept it that way 😅yet Harley and a few others can poke you with a normal jab nd you burst like a balloon.
@galliar7760
@galliar7760 18 күн бұрын
Finally! I was a player in the beta and excited for the relaunch, but coming out of a work day to the discourse on launch… all of the conversation online felt so full of conflicting information and especially vitriol. While I know I should form my own opinions, I also didn’t want to reinvest in a game that it’s playerbase hated, casual or hardcore. This was a much more grounded take of all the information I feel I could want on the game’s state, and I feel Much better considering giving it another try at some point in the future. Hopefully the near future, once some of the issues are addressed.
@LunaMinuna
@LunaMinuna 9 күн бұрын
As a Marvin main, dash attacking is the most awkward thing ever because he has a weird run and he randomly stops, halts all momentum, attacks, and then halts all momentum again. It’s so annoying to not be able to chose to toward tilt and dash attack.
@lavistalimited4747
@lavistalimited4747 18 күн бұрын
Depending on how this and other Multiversus videos perform (and I guess how the game's overall reception and meta performs), would we start seeing stuff like tier lists and other discussion videos in a similar likeness to what you did for Smash? Despite not personally having any personal investment in the game, I still really enjoyed this video and would like to see more.
@MockRockTalk
@MockRockTalk 18 күн бұрын
I legitimately don't know, there are some topics I'd be interested in maybe covering but they're shaky when patches are happening weekly, and I really can't say what the demand for that kind of content might be. I'm not ruling it out, but I can certainly say there won't be another MultiVersus vid this month, that's all I can lock down for now
@dontstopmeenow
@dontstopmeenow 17 күн бұрын
This is a really great video that intricately explains all of my feelings and more than I couldn’t accurately verbalize. I disagree a bit about cooldowns being a problem and having too many status effects (it would take a lot for me to say why but generally it comes down to “I understand something bad is going to happen if I allow them to keep doing whatever it is that they’re doing”). I hope the devs watch it because this game, despite some quite frequent frustration with it, is something I willingly come back to without even having missions to do. I think it’s got a better potential roster than even Smash and the one they have right now is already great. They have almost unlimited options and who knows they might even make deals for properties they don’t own at some point. Even though I love a lot of the characters it was Jason, who I have watched zero movies of, that really excited me about the possibilities and I’m quite hopeful for the future because I want to be playing it for a long time.
@PurposeDriven7_
@PurposeDriven7_ 17 күн бұрын
The speed argument makes more sense from an audience perspective. It’s engaging and more thrilling to watch gameplay that’s rewarded with better response time. Same goes for the player. At a certain point in the slowness of the game can become a turn based rpg.
@RednekGamurz
@RednekGamurz 18 күн бұрын
The atrocious monetization, FOMO, and input buffering killed this game for me. I didn't even mind some of the game's other issues, but those 3 killed it.
@kabetsu
@kabetsu 17 күн бұрын
As a beta player who felt like Hungrybox when it came to the expressing how I felt with the full release of the game, it was like you pulled the words straight out of my mouth. I appreciate how considerate you were for each argument, great video!
@the0therethan
@the0therethan 6 күн бұрын
29:50 eight seconds!? keep in mind this is the same amount of time that zato loses eddie for. Zato gets punished 8 seconds for having the puppet out long, doing lots of special moves, and mismanaging a meter. With this change Wonder Woman loses a move for pressing side+B even if they really wanted the cooldown system, they could’ve at least used shorter timers
@jayceallen6530
@jayceallen6530 11 күн бұрын
6:56 things like this also make things like dash attacks really uncomfortable too because if you do them too fast then you can accidentally go into a jab which can be really bad for a follow up after another move, sometimes the right stick as jab can flick your hits in the other direction too so I just had to change it for more consistency
@theprephix9341
@theprephix9341 17 күн бұрын
This is a beautifully created and thought out video! I agree with most everything you said and would hope a dev or someone on the team would see. Amazing video!
@theturtleking2454
@theturtleking2454 18 күн бұрын
Damn you made this game look kinda fun with some of those combos, I’ll have to give it another shot
@SnowFleiqs
@SnowFleiqs 18 күн бұрын
I'm happy they gave us dpad support for controllers I started playing brawl on my wii, so I really missed it in future smash games
@mbot1901
@mbot1901 7 күн бұрын
My favorite thing about jason is his wall jump sound effect that's just such a good detail
@adv78
@adv78 17 күн бұрын
I actually like the idea of slowing this game down. Beta was VERY fun but it was kinda of a mindless after a while. Giving the game a slower pace can make decision making more interesting and prominent strategies of spamming projectiles and running can also be rebalanced in a better way. Really seems healthier for the game as a whole. Everything else tho, really dummed me down. Not being able to change my controls how i want. Having options removed felt terrible and im SPECIALLY concerned with the patches of this game The Beta was full of character assassinations or updates that just made then feel so different. And into the full game, a lot of really important character mechanics were also messed with. Now with the first patches already messing with stuff like WWs whip having a cooldown again, even after "full release" its really hard to invest time into a game where idk if my character will exist next week Smash patches would change the characters place in the meta, but never really changed completely the characters gameplay or messed with their most important tools in an unnatural way. But multiversus does not care, and it really makes me dont want to invest in it. Yes, a lot of Mobas, Hero Shooters, etc. Do reworks. Characters get changed and reworked and if you dont like, change characters. But on Fighting Games that characters tools are so much more decisive on how you play the game that it seems really harst to be doing these MAJOR changes willy-nilly
@icenovice
@icenovice 3 күн бұрын
6:06 i only just now realized that dwayne johnson is the heavy weapons guy
@bainhardt
@bainhardt 3 күн бұрын
probably the best video about post-launch MV I've seen to date. comprehensive and very fair about all the subject matter presented. interesting to think in today's landscape this information may no longer be accurate someday after months of patches, but in my opinion that makes keeping the record all the more important - people should be able to see evidence of what any product like this was once like. I was an avid beta player and while I did learn to adjust to and somewhat enjoy the new live version (WW main in beta and geez, they really made her a lot stronger huh!), I ended up deciding to drop it because of the point you made near the beginning. I was promised one thing and given something else. that something else isn't bad on its own merits, but it's also not what I wanted. that's already a bit of a disappointment, and adding on all the other uh... questionable choices they made in the grand scheme of this relaunch, I decided I'd rather step back, wait, and see what develops (which is its own kind of disaster in a game this FOMO-driven, but I'll have to deal with that only IF I ever pick it back up again, lol) this game was the most excited I'd ever been about a platfighter that wasn't Smash. it was so much more fun than I expected when I tried the beta completely on a whim. I just hope it doesn't end up nothing more than some memories and a bunch of youtube essays about questionable decisions and wasted potential.
@PhilMihaly
@PhilMihaly 16 күн бұрын
Great video. I was wondering if I should try this game, but I think I'll probably hold off until it's more polished
@Kingcaligar
@Kingcaligar 17 күн бұрын
You definitely earned my Sub though that that button every character in Multiverse and the beta had a move, that was great, Tom’s up rocket Velma’s microphone, shaggy sidekick, which is still great bugs is up there which is still impactful that thing you know
@brandonhodge109
@brandonhodge109 18 күн бұрын
I think a sufficient balance for the lasso cooldown would be for it to have a reduced cooldown on whiff (similar to batarang) or at least let players choose to grapple opponents by holding the input with a lasso perk equipped to allow more fluid play.
@_Tygon_
@_Tygon_ 11 күн бұрын
Most fair review I've seen. Great stuff
@radboyrandom1976
@radboyrandom1976 17 күн бұрын
Something I wish they'd implement is local multiplayer in Rifts and online 2v2
@DoritoGOD2811
@DoritoGOD2811 17 күн бұрын
Great video! All that stuff with the UI is so true. Especially the build number on the side, why aren't more people mentioning how weird that is?!? And I completely agree with WW's lasso cooldown. Removing it made me excited to try her, but reimplementing it has completely killed that desire.
@chrisc9526
@chrisc9526 11 күн бұрын
Im not playing this game until tapping A gets me a goddamn jab
@vokuhila6913
@vokuhila6913 18 күн бұрын
this games gonna be insane in like 10 months
@Dwarvenminer1
@Dwarvenminer1 14 күн бұрын
This is subjective, but the main issue I had with the beta, and what was made infinitely worse in the live release was how every character just felt super floaty and lacking in any real impact, it just looks like they're feigning a punch, and the enemy is pretending to be hit
@HauntLich
@HauntLich 17 күн бұрын
I do feel like this version of Multiversus is like a "secret beta" of the Unreal 5 version of the game, and they're scrambling to make it feature complete before the game bleeds too many players for it to continue existing. It's very fun to play and I like it a lot, so hopefully PFG can scramble this egg before it goes bad.
@destinbransford8094
@destinbransford8094 17 күн бұрын
Yk i thought i was missing a lot of attacks i shouldve hit with jason. And this dudes a damn pinata
@thatcheesy8613
@thatcheesy8613 15 күн бұрын
This is honestly the most honest and objective review I’ve seen about the game (other than the cooldowns thing it’s 7 seconds dude 😅)
@HeyimFel
@HeyimFel 16 күн бұрын
30:00 Imo, depending on the implementation cooldowns can be interesting. I'd say Garnet's side b and up b are the best examples. The move is used, then put on a cooldown but the cooldown *doesn't stop you from using the move*, simply changes the move, with cooldown side b being a combo move, and cooldown up b being a very strong kill move. I wish more characters were like this.
@GiRR007
@GiRR007 10 күн бұрын
Never ever played a fighting game led alone platform types so MultiVersus is my first and it was so easy to get into and understand compared to literally every other fighting game and I love it.
@BTEdidnothingwrong
@BTEdidnothingwrong 18 күн бұрын
Hey MockRock, I love your videos. I've watched the BoTW one several times, and I was wondering if you had plans for a totk one of similar length? I'd love to hear your opinions
@Dadude572
@Dadude572 12 күн бұрын
Really great video. Especially for a Wonder Woman main. 1v1 has gotten very stale for me, I keep seeing the same four characters in rotation that I just decided to stop focusing it, so balance patches can't come sooner. I really hope this game doesn't fail, it has a lot of love put into it with the characters, voices, and other details that pay nicely done homages to their series. Also I want to be able to play a platform fighter on my PC with a good sized fanbase, tired of Smash being the only dominate platform fighter.
@acybercena89
@acybercena89 15 күн бұрын
no toast back really gets me =D i wait after a game if someone toasts me but sometime i get the message late and i feel bad lol
@alacsonsmth
@alacsonsmth 17 күн бұрын
22:29 I’m a casual fan, so idk how which may affect balance, but perhaps a mechanic that rewards players for successfully hitting a dodge-cancelled attack, such as one bar of the dodge meter being recovered instantly if the attack hits, would alleviate some of these issues
@PietroMarcer
@PietroMarcer 7 күн бұрын
In response to Nakat's video, which I did watch: tt is true that a slower game moves the emphasis to punishes rather than spamming random moves. However, the game's not yet balanced for that kind of gameplay. Hurt/hitboxes are inconsistent, disjoints are unpunishable, plenty of characters get free super armor, projectils can cover for punishes and when playing teams two players can simply cover every option, not to mention the input buffer alone makes playing like this frustrating and volatile, it's like the characters are constantly playing catch-up with the player's reactions.
@jmurray1110
@jmurray1110 8 күн бұрын
Townsville isn’t just in singles it’s legal in doubles top Also there’s not enough vanilla stages with no hazards instead we have things like tomadachi life 3 floors and king of fighters breakable walls
@mikkmakk901
@mikkmakk901 17 күн бұрын
On the game speed thing, you make a pretty definitive statement that a slower game speed makes the game more accessible for new people getting into it. But why are we so certain of this? Do we know if casuals actually care about this? What evidence do we have that suggests that? Let's look at Smash bros and the history it has had with game speed. Brawl was derided by the hardcore fandom for its slow speed, but sold more than Melee, a much faster game. Good baseline to set that suggests some truth in the overall thesis. Sm4sh releases and is noticeably faster than Brawl, and the series takes a sales plunge, again consistent with the statement. But then Ultimate comes out and blows both WAY out of the water in terms of sales despite having a speed comparable to Melee (at least more so than Brawl and Sm4sh), how does that work? We can't just blame this on a bigger console install base either, since the Wii and Switch have *roughly* comparable unit sales and Ultimate doubled Brawl's sales before the Switch overtook the Wii in unit sales. There is a very large number of people who started playing Smash with Ultimate, most of whom are statistically likely to be casuals, and did so without much trouble. Now let's ask some hypothetical questions: Would Brawl have sold any worse if the speed was comparable to Melee? Personally, I don't think so. Would Sm4sh on Wii U have sold any better if it was slower-paced on the level of Brawl? Again, I just don't see it. Why did Ultimate sell so much better than Brawl despite being so much faster-paced? Because factoring game speed into the matter of selling a game... doesn't make sense in my opinion. Would Smash Bros. Ultimate have sold better if it slowed the game down? Answer: it already sold 34 million copies and is in the top 20 best-selling games ever. I don't think it matters much at this point. If the logic is that "Slower games are more accessible, thus more people play them" then there's very little evidence that actually suggests this. If there is a portion of casuals who genuinely base their decision to play on game speed, I think it is very minor, if not nearly non-existent, in the grand scheme of things. Anyway let's talk about button mashing. Casuals (in the way I would define them) don't know the intricacies of input and recovery frames. Think of a casual player mashing the one button whose function they understand. For example: a person pressing the light punch button in Street Fighter while getting up from a knockdown, why does this happen? It's essentially a chain of logic that goes "I want to do this thing with this button - Something is preventing me from doing so - I will keep pressing the input so I can do the thing I want to as soon as possible" And in that way, is speeding up the game, making a games' response to player input more immediate, not a way to make it more accessible? Is there not less one needs to overcome in order to do what they want to do with a faster game speed?
@paulakroy2635
@paulakroy2635 15 күн бұрын
Smash is terrible outlier in terms of data because there are so many other points. There are plenty of examples of accessibility leading to more of a player base ( street fighter 6), there are examples where that isn’t true (mvc2). All I know is your analysis has some fallacies
@mikkmakk901
@mikkmakk901 15 күн бұрын
@@paulakroy2635 I'm not trying to argue that accessibility improves sales in general or debate what accessibility even is. I'm specifically just going against the idea that game speed is inherently tied to accessibility.
@paulakroy2635
@paulakroy2635 15 күн бұрын
@@mikkmakk901I mean my point is smash is non example either way. And I’ll say personally that part of the reason I struggled to get into skull girls is because of the speed
@ODee1995
@ODee1995 11 күн бұрын
Ty for the video. Very informing.
@Zojah7
@Zojah7 18 күн бұрын
I actually really enjoy the slower pace of the game, so far that my favourite fighters are the slower ‘control mage’ types 🤷🏽 this game has a tonne of problems that need fixing but I’m really enjoying the gameplay at least
@abra_escaped
@abra_escaped 15 күн бұрын
The part about thanklessly spending forever basically rebuilding the game reminds me of friday night funkin. The team spent a lot of time between the week 7 update back from 2021 and now rebuilding basically the whole game's code and file structure in order to have a more solid foundation to build off of, on top of also hiring more people, managing the production and shipment of the kickstarter stuff, and making the aftual new content. Despite stating that several times people were still very upset at how long the update was taking, though now that it's out things seem to be going a lot more smoothly
@FedoraKirb
@FedoraKirb 6 күн бұрын
32:08 Isn’t this just Brawl Meta Knight Mach Tornado? Which was broken, yes, but it was mostly a balancing problem rather than a fundamental one.
@ryprims2189
@ryprims2189 17 күн бұрын
I swear barely anybody has touched up upon the platforms thank you! That one treehouse map is just awful to get through to the bottom.
@collinharper6187
@collinharper6187 17 күн бұрын
As an open beta player who has been playing the hell out of relaunch, all of the points here are very valid. You covered a lot of areas of the game in this video and if I had to send someone a review for this game it would be this one As was already said, but is a an epitomized voucher for the games state, this game was unfortunately rushed and now they are stuck releasing new cosmetics for the big corpa side it’s going to take awhile to fix it all, but they’ve been hauling ass to fix and add to everything. I recommend everyone who wants to love this game to keep an eye on it, as I have faith they’ll get there eventually.
@jmurray1110
@jmurray1110 18 күн бұрын
Don’t forget gens you earn are distributed in loot boxes
@E_Fig05
@E_Fig05 15 күн бұрын
One of the main problems I've had with Multiversus is when you jump into the top blast zone, you shouldn't be killed unless you're hit in/into it. Smash and Rivals both do this, and it seems like it'd be relatively easy to add.
@samanthashelly9947
@samanthashelly9947 17 күн бұрын
for me honestly the thing that turned me off of this game wasn't speed (I actually really like it) or the monetization/lack of free characters but it was the perks. I love that kind of system in other types of games and I think custom moves are super cool and underutilized but the fact you have to literally sit your ass down and read a wiki just to understand what vague symbols mean a 10% increase to whatever or what you're gonna have to look out for in a fight... and the fact in doubles you have to worry about 4 people's perks... and the fact that everyone gets 4 of them ... like I'm sorry but that's not what I come to this genre for. I specifically like platform fighters because their simplicity and consistency gives you so much freedom to figure stuff out in the moment. I don't want to have to devote hours of study like I do in something like KOF or Tekken or a MOBA. It's really just not for me and I wish there was a mode where you they didn't exist
@masoqueso2527
@masoqueso2527 18 күн бұрын
The only major problem I see in the rifts is the, “free your ally task”, in the rifts. You’d think that it would be a double battle, BUT NOOO, you have to have a friend play with you, which is an optional task to do, for EVERY MISSION. And it especially sucks when you are so close to getting to the next level, one of to be specific, and it’s just a PAIIIN.
@henriquecarballoaranha9100
@henriquecarballoaranha9100 17 күн бұрын
Unironically i think that may be an oversight. Every other rift mission is doable in singles and in the one match that needs you to free an ally from a bubble, there's some dialogue before the match where Harley pops in and says she is going to help. I think it was supposed to be a 2v1 with a Harley ally but they just forgot to put her in
@radboyrandom1976
@radboyrandom1976 17 күн бұрын
As someonewho barely got to play the beta (Asian servers were got gutted) I do wish that the characters were a little smaller, not to the size of Beta but as of now the stages feel smaller than the characters. As for the currency, I don't have as much of a problem with it because I've been desensetized to grinding for characters but sheesh. I hope that they streamline the currency by the end of season 1, or maybe before the end of season 2 if we get there
@theturtleking2454
@theturtleking2454 18 күн бұрын
I would change Taz up b to be a hit grab. He lunges upward or forward depending on how you angle it, and if he connects then he absorbs you into the ball of attack for a little bit and then spits you our
@MinnowTF
@MinnowTF 18 күн бұрын
3:41 What’s that controller? I never saw that one before, it looks good
@MockRockTalk
@MockRockTalk 18 күн бұрын
That's my Frankenstein'd abomination lol. It's a Gamecube controller stuffed into a Switch shell, and then that Switch shell was swapped out for a custom one with octagonal gates.
@MinnowTF
@MinnowTF 18 күн бұрын
@@MockRockTalk I wish I hadn’t asked
@andreworders7305
@andreworders7305 Күн бұрын
Wish they tried to do more of the PSAS stage design they seem to have dabbled a bit in here where the stages are crossovers as well
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