

Especially in a fighting game that quickly descends into a throng of Acme rockets and explosions, many boxes with numbers juddering across your screen only makes things more confusing. Again, though, I'm not sure it's any more helpful. I suppose it's to improve clarity, rather than having to dip your eyes to check your damage total. MultiVersus pops each character's damage numbers under their person at all times, where Smash Bros stuck them in a static row at the bottom of the screen. It's only in closed alpha at the moment, though, so there's still time for Warner Bros to make their mark here.Īnother slight rework to the Smash Bros framework is in the UI. Unless you're taking this game very seriously, or you're chatting with a pal, the classes don't amount to much right now. You could roll out any combination of Warner's various bros and still have a solid enough scrap.

In the grand scheme of things, though, they all feel much of a muchness. Even Bugs Bunny can chuck a pie to heal his mates. Yes, as the large dog I can tether my teammate and reel them back from the brink. Sure, I can shield someone as Wonder Woman and give them a bit of damage reduction. The thinking is that you'd team up with a mate and stroke your chin and talk tactics, "I'll shield you as Wonder Woman, my liege," "In that case, the smart move here is to choose Jake from Adventure Time".īut the game's classes don't really lend themselves to this kind of play, really. Seeing as the game's premiere mode is 2v2, these classes are clearly an attempt to make fights a more co-operative affair. You've got bruisers like Shaggy and Taz, or Velma who's simply labelled as an "Experimental" support. Arya Stark is a damage-dealing assassin, while Wonder Woman is a tank. Rather than distinguish characters by weight, here characters fit into certain roles or classes, a bit like Overwatch. While it may be easy to dismiss Multiversus as a mere Smash Bros knock-off, the game does do a decent job of trying to iterate on Nintendo's iconic formula.
