Skip to main content

Marvelously Addictive Heroes

I'm up for a reasonably busy week at work but, if I'm going to work hard, it seems only right that I'm able to play hard as well.  Thanks to Marvel Heroes having an open beta weekend, this wish was granted.  I had a blast.
My Marvel Heroes Iron Man, chilling out.
Though the game has a slow first impression, give Marvel Heroes enough time to fill out your ability tray with your heroes first few skills, and you'll probably be hooked.

One of the nice things about having Gazillion run by Diablo 1 and Diablo 2's lead designer is he really knows how to make the formula work.  Marvel Heroes is essentially Diablo 1/2 except replace the Diablo classes with superheroes from Marvel.

That should probably excite you because, even as fun as Diablo 1/2 was, none of the classes in those games had the character development of a comic book superheroes who have been around for decades, and Marvel Heroes utilizes a whole slew of them (26 playable heroes planned at release, most already in) each hero possessing three skill trees appropriate of that particular hero.

Most insidious of all, this game is free.  You start with one hero, and you can find other heroes or costumes as you play or simply spend some real money to unlock access to others.  With a free to play model and addictive gameplay, this game should not be hurting for players at all.

When I say addictive, I mean it: you have been warned.

Seriously, I'm about as hardcore as gamers come.  I've had some pretty good experiences with Diablo-esque loot systems before, but they generally don't impress me in most implementations.  I burned out from World of Warcraft in four weeks, and never looked back.  I thought that I was past any risk of feeling addicted to a game.

Yet, something about the way Marvel Heroes goes about it is downright crack.  During the first night after I played Marvel Heroes, I found myself waking up in the middle of the night because my mind kept wandering to the gameplay and this made me too excited to sleep!  I tell you, that's the kind of rush I only get from being elbow-deep in game development.

Marvel Heroes' open beta weekend ends on Tuesday morning, 10am PST, and the game does not launch for another 3 weeks, but I shelled out $60 for one of the Founder Packs which should grant me some closed beta access.  I think I'm in trouble here, guys: it's a foregone conclusion what I'll be doing with all my free time for awhile.


Popular posts from this blog

Empyrion Vrs Space Engineers: A Different Kind Of Space Race

In my quest for more compelling virtual worlds, I have been watching Empyrion: Galactic Survival a lot this bizarro weekend, mostly via the Angry Joe Show twitch stream.  What I have concluded from my observations is Empyrion is following in Space Engineers' shadow, but it is nevertheless threatening the elder game due to a greater feature set (the modding scene notwithstanding).

Empyrion is made in Unity, whereas Space Engineers is built on a custom engine.  While this does put Empyrion at a disadvantage when it comes to conceptual flexibility, its developers nevertheless have a substantial advantage when it comes to adding features due to a savings of time spent that would have gone into developing their own engine.  Examples include:
Planets.  Empyrion already has planets and space to explore between them, whereas in Space Engineers planets are in the works but still awhile away (so you just have asteroid fields to scavenge).Enemies.  Space Engineers' survival mode boasts onl…

Resonant Induction Really Grinds My Gears... In A Good Way

From about 2pm yesterday until 8pm today, I've been dabbling with my latest custom mod mix for Minecraft 1.6.4, which is this time very much Universal Electricity focused.
Aside from the usual GUI enhancers and Somnia, the primary contenders in this mix were:
Calclavia Core - Of course: this is the base of the Universal Electricity system.Resonant Induction - This seems to be largely focused on increasingly more advanced methods of refining ores divided across 4 ages of technological progression.  It also includes some really cool things such as assembly lines.  I'll primarily be talking about just a few blocks out of this mod today.Atomic Science - A mod dedicated to generating more of those lovely universal electricity volts via the power of splitting the atom.  Build your own nuclear reactor!  Deal with nuclear meltdowns!  You maniac!ICBM - A mod dedicated to generating more destruction using those lovely universal electricity volts (and more than a little gunpowder), it cer…

Greasing The Grind: Adding Lasting Appeal To Virtual World Sandboxes

Game design, being about entertainment, is not as much science as art.  We're coming up with interesting things that the human mind likes to chew on that "taste" good to it.  Different people find different things, "Fun," and a game designer is tasked with coming up with fun, appealing things.  As pertains to virtual world sandboxes, I identified three of them.

Challenge Appeal.

Dwarf Fortress and Fortresscraft Evolved have the same end game appeal preservation mechanic: wealth equals threat.  The more money your Dwarf Fortress is worth, the bigger the baddies who will come for you, including a bunch of snobby useless nobles who do nothing but push dwarves around and eat.  The more energy you make in Fortresscraft Evolved, the more and bigger bugs come to shut down your base.  Rimworld does something a little different based off of which AI Storyteller you choose, but it generally adds time to your wealth accumulation when deciding what kind of threats to throw a…