I think another problem is that many platform fighters try to be competitive Melee or prioritize becoming an Esport first. They miss the fact that most of Smash’s fan base likes the casual elements of the game the most. There are millions of people who will always prefer free for all, items on high, and a stage like Pokefloats to 1v1, no items, Final Desitination. Yet many of these platforms fighters have little to nothing in the way of items or weird stages. There’s also the issue of not having other casual game modes, like you mentioned.
I mean Rivals prioritized competitive yet it’s the only successful platform fighter other than smash so you can be successful AND prioritize competitive at the same time.
@@SimoneBellomonte you can but it is infinitely harder. Without casuals most games won't stick for long. There are way more casual players than competitive. So throw them a bone, give them a few modes and characters just for them. Don't overbloat your characters since I don't think even competitive players like that.
You have the people who are totally into "fox only final destination no items" for their games, but you also have the eight player item fests and the weird wacky game modes that the community comes up with
I feel so bad for the Multiversus devs because in spite of its faults, you could feel they genuinely cared about the franchises it was representing through the game. And even if it wasn't as polished as Smash, it still had its own flavor of fun It definitely has the passion. But not the professionalism
I honestly dont agree at all. Shaggy's movset was entirely memes, lots of choices that made no sense or were questionable like... really? Its got some soul but i dont like the execution of most characters
@@-lord1754 Well, if it wasn't like that, there'd be nothing Shaggy could have as attacks. Y'know kinda like how some Smash fighters have never FOUGHT in their own franchise. Smh
@@TyshaggyGaming What are you talking about? Theres so much insane stuff Shaggy could pull from. Even if certain smash fighters never fight, theres still things to pull from (plus a lot of weird characters like Duck Hunt only showed up after major obvious inclusions unlike MV). I dont see your point
@@-lord1754 I honestly could see an accurate Shaggy fighter being a fast glass canon zoner who throws projectiles and makes walls with random furniture to block the opponent and escape, I like the ultra shaggy tho
The lack of single player content is hardly unique to MultiVersus, unfortunately. The fighting game with a robust assortment of options for things to do that doesn't involve fighting online against other people has become the exception rather than the rule. As for the live service model, the bubble is bursting even as AAA game companies try to pretend it's not, so now it's a question of if the dev team has the will or ability to course correct, or if Warner Bros and everyone else involved would rather see the ship sink than adjust a business model on its last legs.
Considering that they are shutting multiversus down with plans to re-introduce it in 2024, hard to tell if that rework will be what the game needs or if it will be dropped and quietly canceled.
Let's be realistic for a second i think multiversus would have lasted longer as a full price game with a good roster maybe of 30+ characters and paid for dlc, the second it went free to play i went "okaay yeah this game won't last long" it needs content and its quite clear wb or the devs have this on low priority which you know would be fine full a 60 dollar game with all the bells and whistles on it, but for aa free to play LIVE SERVICE game that ain't acceptable
Also not everyone has time to come back and always play, working towards a Battlepass with mediocre to ok rewards and upon finishing Battlepass you’re not even rewarded with premium currency.
I disagree, maybe it could have lasted a bit longer, like a month, but after that it would be dead beacuase: 1. Is. Not. Fun; Seriously, the gameplay is too floaty and the movesets are weirdly complex. 2. Lack of single player content, if I pay I want more than just online multiplayer. 3. The bad online multiplayer isn't helping at all.
First Nickelodeon All-Star Brawl, now Multiversus. I’m starting to feel like Smash Bros will be the only Platform Fighter that’ll be both successful and popular for years to come.
The thing is that for a crossover platformer to work, the parent company needs to put money into and content into it. As well as people who can design a fighting game roster and movesets with not a ton of restrictions.
One thing I like about Smash is that the fighters actually have coherent fighting and movement options instead of relying on “look at the funny reference!” Most of the platform fighters we’ve been seeing as of late try to cram in as many references as possible without knowing what made them work in Smash.
Multiversus's Shaggy seems the ultimate culmination of reference/memes first before an entire character. While I hadn't been a fan of Sakurai's depiction of Wario in Smash ignoring practically everything from Wario Land (outside of Shoulder Bash) - at least he had been familiar with his gross tendencies that can be gleamed from Wario Land-series' manuals, long before WarioWare came around. Meanwhile Shaggy's entire existence in MultiVersus is wholly reliant on ironically driven, internet-trend based caricature that has little to no respect on how he was established all the way back in 1970s. Kinda has me believe they could have just dropped him from the roster and kept Velma, if it meant they couldn't have their Captain Goku Falcon pose as Shaggy Rogers in the game - which drives in further how this game's been geared more at the modern internet zoomers, resulting in alienation of older fans of Scooby-Doo that spawn all way back from 2000s, 90s and so on - long before social media and memes gained so much profilic standing in our current pop-culture.
And even those whose options aren't that great have a lot of visual fidelity and personality to them. You have the infamous examples of Ganondorf and half the fire emblem representatives, but they each bring something different, if it's not in gameplay then it's in aesthetics. Ganondorf is a good way to introduce people to the concept of a superheavyweight. He's big, he's tough, and he hits hard, but if he's knocked off the stage chances are he's done for. And from there you can be introduced to Bowser, K.Rool, Dedede and DK, who bring twists to the archetype (Bowser with his Tough Guy mechanic, K. rool with his strong vertical recover and projectile game, Dedede as the game's premier ledge-trapper and master of taunts, and DK as a super fast grounded heavyweight and powerful grappler). And there's a lot of times where they made up movesets for characters in smash, but regardless there's one thing Sakurai and the smash team nailed, and that's making it so that every character FEELS good to play as and against
This is true, but you have to take in effect that they are able to create these characters with the references and make them work and polished mostly, this is a problem with fighter games and I do wanna see less references be material in kits, but the fact they are able to make characters work with them is quite nice and puts a charm on the game.
Not to mention they don’t FEEL like the character, Kirby is a lightweight sure but his move set and the way he plays feels very Kirby centric they don’t over rely on references nor does it feel like his move set can belong to anybody else For NASB however (I’m a fan) idk I feel like his move set should be a little unique with little references, why don’t they take advantage that he knows karate?
The fact that the devs are a skeleton team of around 10 developers goes to show they bit off more than they can chew. They're extremely talented, don't get me wrong, but a live service game takes months of preparation and a full-blown team of artists, developers, animators, and composers to manage on a consistent schedule
The one thing I gotta give Fortnite is that Epic Games never undersold the work needed to keep it relevant. They overworked hundreds of employees and contractors but they at least knew they needed to put in crazy man power (just wish they hired more people instead)
I also feel like the physics in this game is rough, even as a spectator. The characters are so floaty to where they don’t look like they are actually fighting one another, but rather fighting the air itself, especially when I tend to see players whiff moves right in front of the opponent because of how wonky said physics and knockback is.
At 4:02 Shaggy uses a forward air in the middle of the stage and pretty close to the ground yet he managed to land at the far left of the stage, almost falling off, without using any other jump. It's so weird to watch, it feels like everything in this game is coated in butter and characters don't move how they are supposed to, it's not even a "It doesn't feel realistic" problem but more so of a "It's not coherent with the characters". In Smash for example characters like Mario, Ganon and Chrom all move very differently but their distinct feel in how they move is coherent to their character, Mario is known for jumping so his jumps are big and satisfying, Ganon is a big evil dude that moves slowly but this compliments his hard hitting moves and makes traversal moves like down and side b more impactful, Chrom is a human soldier, he can be fast since he's probably very trained as a soldier but can't jump as high since he's only human, meaning that he has to rely more on grounded options or short hop aerials. So yeah, Multiversus feels like you're trying to fight on a slip and slide
@@Cloudd0 Ganondorf is a terrible example. Every Zelda game where he's shown fighting in his Gerudo form shows that he's very agile on top of swordplay and magic. The only worse example you could give is Ike moving like molasses because "big sword heavy" when he's one of the fastest Fire Emblem characters and has no issues swinging Ragnell one-handed in his games compared to Smash where he has to wind up 2-handed swings.
@@wakkaseta8351 In the three times that you fight human ganon in the series his agility is not the point of the fight or just lacks it at all and instead mostly uses his brute strength, magic is present in his movement with every special altought they could do more with it. Regarding Ike, his speed is good in PoR at 55% but is rather slow in RD with 35% speed growth. If you're looking for speedy units you're looking for swordmasters like Stefan or Edward in RD, and even in PoR there are characters who can outspeed Ike easily like Mia and Lethe
@@Cloudd0 Did we play the same Zelda games? The closest thing to brute strength in human Ganondorf fights was the blade struggle in TP. You're also seriously trying to "well akshually" me on Ike's speed by pointing out the classes that min-max on speed when I never said he was THE fastest FE unit.
@@wakkaseta8351 one of the flagship scenes in TP is Ganon just ripping his chains during his executions, in WW he casually bitchslaps Zelda to send her flying unconscious in the final fight and in OoT his castle falls on top of him and he still gets back up, if that is not a supreme display of brute strength and him being built like a tank then idk what to say anymore, guy has the triforce of power and not the triforce of agility for a reason. Also you just said that Ike is one the fastest Fire Emblem characters which I just pointed out that is not really true but I preferred having some data to back it up instead of just pulling it out of my ass
Sever issues along with lack of content since November would probably make a game drop off Its not rocket science I'm sure they'll turn it around with a relaunch or something later this year If fall guys can randomly come back for a solid month or two then so can this game
idk man, fallguys is extremely simple in both concept and controls, whereas this game is quite complex and intricit. I think that difference is crucial for a game's potential to make a comeback/have a resurgence,, especially for a free2play game
Fall Guys had a lot of changes that are not possible for this game - got bought by a large company with experience in live services, released on more platforms, really leaned into external crossovers, etc
@@gligarguy4010 What? Those are definitely possible. MVS devs have a lot of interest in non-Warner crossovers and it's been datamined and confirmed 10x over that they plan on releasing on more platforms and expanding the number of the people that can play it.
I remember someone saying before launch that they were hoping Sakurai and the Smash team would take notes on Multiversus last year. I bring this up because even if he had wanted to play it himself he couldn't easily do it as it still hasn't launched in Asian territories. He could use a VPN, I guess?!!?
At their cores he’d still probably think of them in a similar boat as Smash, just not quality wise but he wouldn’t say that, and man he’d have a field day bashing Multiversus for locking characters behind a paywall.
Bc of the founder's pack, WB is legally obligaded to realise at least 9 more characters since it gives free tickets for 30 characters, and there's only 21, so unless they refund every single person that purchased the battle pass (which WB will obviously not do considering how many people bought it) they do need to realise 9 characters before shutting down Either way I seriously hope multiversus can come around with season 3, despite everything I did enjoy this game and want to see it suceed
I think the problem was the team wasn’t big enough to handle a project like this Additionally I think the game was trying too hard to be like smash without realizing that smash was just doing it’s own thing
Whether the team was too small or the deadline was too soon, that’s a corporate blunder. The people on top should’ve had the wherewithal to realize not investing into a project won’t yield a large payout back. This was an investment they SHOULD have taken and are just stupid for not.
@@silverdamascus2023 i think their problem was that they focused too much into making it a competitive game, smash is fun because they focus on fun. They don´t focus neither on 1 v 1 nor on 2 v 2. Many devs nowadays want their games to be e-sports and forget to make it fun
@@sakutaro3musik486 The biggest mistake of this game was making it a F2P live service. If they released the game for $60 and supported updates through DLC and passes, the game would have gotten a better chance. Too many service-based games are dying, this game may be the next to the graveyard.
The biggest problem with the complexity of characters is that it's not even appealing to hardcore players either because it's complex in all the wrong ways. Character design being focused on having too many numerical systems (cooldowns, status effects, etc.) and ridiculously specific interactions (specially for 2v2) doesn't necessarily lead to gameplay that it's actually mechanically interesting, it's just pointless stat bloat and deliberately locking you out of options through non-interaction (cooldowns) or gamemode preference (can't use X move to it's full potential unless you queue 2v2), all of which are despised by platform fighter veterans. Combos being either stray hits or an infinite are also a major problem for hardcore players, because the entire appeal of the genre is to be able to create combos on the fly through a mix of intuition and mechanical execution. Low hitstun plus dodges being completely broken framedata wise means that "free-flow" combos rarely happen so all you see is people fishing for stray hits, plus the shitty netcode plus no connection quality indicator makes this far worse. Infinites are despised both by casuals that don't want to lab them just to be able to play the game at an ok-ish level, and by veterans too because they are antithetical to the competitive fun of the game and they often deem them "cheap" (Melee players banned wobbling for example). And as a final nail in the coffin, movement in Multiversus has virtually no mechanical deph, and the little there is (e.g: dodge-jumping) is not particularly interesting or fun to do compared to say, wavedashing, DACUS or even things like RAR.
I remember playing versus a LeBron player during the first month of MV, I was playing Iron Giant If I moved forward at any point in the match, I literally just had to watch my character die for the next 20 seconds. Extreme example obviously, considering LeBron is a combo-heavy character and Iron Giant is the biggest character in the game by a wide margin, but LeBron could do that to basically anybody during that time. Imagine watching your character model get bounced around for almost half a minute, queueing for a rematch, changing your strategy to playing hyper defensive and camping for your superarmor buff, only to get hit once and die anyway because you made one mistake So yeah, Multiversus was fun
I disagree as someone who’s dabbled into the ranked mode and competitive areas of MultiVersus, it’s quite complex and has a variety of ways to deliver combos and learn the kits to your benefit.
Honestly, it really does feel like unless you’re a company that can pump infinite money and time into a fighting game, like Nintendo with Smash, or someone who’s been labouring over the game for years like Dan Fornace with Rivals of Aether, it seems like it’s destined to flounder.
But that’s the thing, Warner Bros. is one of the few companies who would be able to pump tons of money into such a project (more so than even other fighting game big dogs like Capcom & Bandai Namco).
@@Neoxon619 The thing is Warner Bros doesn't know / care enough to dedicate all those resources. I mean Smash Bros is always a system seller, but not every diehard Bugs Bunny fan is gonna wanna play MVS
@@Neoxon619 the problem with Warner Bros is that they are a multimedia company, not a gaming company, if even Disney has given up on this market is because they clearly do not understand it, these companies do not understand that making games is not like making movies and will give up the moment they do not succeed "properly".
On top of everything already said, Nintendo did _not_ just pump infinite money into Smash's development. They put in a lot, more than their average games, but a huge chunk of that budget went to arranging contracts for getting characters and the cinematic reveal trailers. Sakurai and his team are just smart and know how to use what was left of their budget wisely. There's zero excuse for MultiVersus from a financial perspective. WB has _way_ more money than Nintendo. They're just being dumb with it.
@@grunkleg.2934 yeh that’s what I meant, the guys making Multiversus didn’t have the resources to pump into the game because WB didn’t care enough about the game to give them it. Live service games don’t work as a “side project”, which is evidently what WB saw Multiversus as
I was expecting you to cover this topic sooner or later. I have been with this game since it’s announcement. The road has been a series of crazy, winding emotions for me. Constantly tussling back and forth between whether I still believe in this game, or if I’m in denial. What I do know is that I love this game for it’s zany roster and stellar presentation, especially with the voice acting. The interactions are the cherry on top. But that doesn’t excuse the content drought, lack of communication, temptations for grinding and microtransactions, or the lack of modes. Local Play is one that I have a personal vendetta with. It runs without relying on Wi-Fi, despite the game running on Wi-Fi? Not sure how that works, but that means that this game didn’t have to use internet for life support, but did anyways. And don’t even get me started on the fact that you can’t add AI. You can figure out the bull that pops up from that one. Lastly, the timing on your post was perfect. When everyone else was posting their “MultiVersus is Dead” vids, I got angry when ever I so much as saw the thumbnails because I refused to believe it. But recently, I finally settled on thinking that PFG will come out and say that the game is being shut down post-Season 2. While I won’t stop playing until that day comes, I’m happy you posted now because I trust you. You didn’t say “Game Dead”, you asked “What went wrong?” and went into further analysis that I ever thought. You touched upon the balance and mechanics that I lack an understanding of, and you looked at the game from a real healthy developer’s perspective , trying to account for all sorts of players and their points of view. Thank you. Oh, one more thing. Remember how a couple bios and the blast zone established a threat called “The Nothing”? It’s been speculated that this dark force is actually from “The NeverEnding Story”. If that’s the case, can someone make an edit of the Swamp of Sadness scene where I’m Atreyu and MultiVersus is Artax?
Then they announce a shutdown the next day. Lol I played heavily for months, I really don't think the game will be that successful. Would love to be wrong, I think they're gonna relaunch, have a boom then a very steep decline in players faster than the first time
At the end of the day Nickelodeon All-Star Brawl and Multiversus had the novelty of fighting matchups like Batman and Shaggy. Then ten minutes after you get over that you realize that both games are just less polished, less impressive and less stylistic versions of Smash Bros. Ultimate. That's not a "killer" of the top game in the genre, and even if it were, if Smash Bros. Ultimate were to die tomorrow, it's sold 30 million copies and become the bestselling fighting game of all time. It's made Nintendo enough money to build a gigantic flying yacht made of solid gold.
Really, it was people letting out their frustrations of Smash whilst also trying to make jokes and memes. It was funny and shocking to a lot of people to say “haha, this game with a bunch of wacky characters could defeat a worldwide phenomenon” and the fact that many of both game’s characters were popular. They’ll be rereleasing Multiversus in 2024 and I’ve heard they’ll try making a Nick Brawl 2. If they have the same mistakes their first incarnations has, and people keep calling the games “Smash killers” I have no doubt the games will easily die out again
@@Murr248 Well it’s not like those game ONLY died out because people said they would end Smash. Nick Brawl and Multiversus had tons of their own problems as is.
5:40 This. I played one or two matches with Morty (Because he was on the free rotation) and really had no idea what moves my character had because of how overcomplicated he was. People give a lot of slack to characters like Mario, DK, or Pikachu because of how simple their movesets are, but they, in my opinion make a ton of sense. Mario is one of the first characters most newcomers will play as. As such, his move simplistic moveset is really good. He has a projectile, a reflector, a meteor smash that's easy enough to preform, and basic jabs and kicks. Whilst giving Mario a moveset based on all of his iconic powers seems fun, I'd argue that would make him far more complicated for newcomers, like Shaggy in this game. Likewise, DK and Pikachu are really good at introducing players to the Power/Heavyweight and Lightweight based archtypes respectively as opposed to just cramming their movesets with references and overcomplicating them. When you get later down the line, you will have more characters that lean into their specific archtype and are more complicated, while being faithful to their original incarnates. such as Joker (Speed), Ryu (Heavy/Power), and Meta Knight (often considered and mix between rushdown and ball-rounder). Both Nick all stars and this game never really had defining beginner friendly fighters besides Spongebob and Shaggy respectively.
last semester, i sat next to two guys in one of my college classes who were fucking obsessed with multiversus. they talked about this game constantly and they obviously cared a lot about the characters and the idea of it. they seemed to be getting burned out by the end of the semester. i overheard lots of complaining about the awful grind for the battle pass, the unbalanced characters, and the general lack of things to do. iirc i think one of them ended up quitting the game because of it, and this was like 4 months ago. i imagine it’s gotten even more frustrating to play now! i never played it myself but it’s always sad to watch a seemingly fun new game with a lot of hype behind it just collapse and die
Having poor balancing CAN work, if you lean into it. You can either try to balance around an ideal balance point, or balance the game by making everyone powerful. Smash goes for the former, and it does it very well, with even characters who would be bad in a platform fighter having their niches (I'm looking at you, Little Mac and Ganondorf) The game with SUPERMAN and BUGGS BUNNY in it should go for the latter. Think of it like Syndrome's famous line in the incredibles. If everyone's OP, no one will be
I feel like most the Multiversus characters have the learning curve of a character like Yoshi sort of, Yoshi's pretty easy to get a handle on it's more that his moveset is really weird and doesn't feel the most cohesive. So it feels like your just kind of doing random stuff when you're newer to Yoshi, that's my experience with Multiversus, the characters movesets dont always feel the most cohesive and jt feels random what I'm doing.
What went wrong with MultiVersus 1. They Didn't Scooby-Doo as playable character too be with Shaggy!!! 2. No Daffy Duck, Jon Snow, Flash or other Justice League members or Mortal Kombat characters
6:20 I'm not sure what you're talking about. Only his down tilt uses an item and that's so it can be a move that hits both sides like a lot of Smash Bros down smashes
It’s a bummer that two platform fighters with big names attached to them in a row have fallen flat (three if we count PlayStation All Stars from way back when) I just hope that one day a big publisher is able to put out a platform fighter that addresses these criticisms and succeeds (c’mon Xbox, I know you can do it)
Rivals 2 is basically gonna be triple A, Rivals was just so successful that if 2 is also successful he’ll turn into AAA despite still being a small studio lol.
I wish more people would play fighting games in general, not just platform fighters, the fighting game genre and all its subgenres are super underrated
Regarding single player content, that’s a complex topic considering that this is a free to play game were talking about. Because of that nature, usually the average person isn’t going to expect content on the level of Street Fighter 6 or Mortal Kombat 12 (see Apex Legends, which doesn’t exactly have much). One of the only ways that could’ve been avoided is if they followed your suggestion at the end & charged $30-$40. But I suppose that also goes back to the lack of updates boring people to the point where more modes would be desired. Although with that said, the mistakes MultiVersus ran into with regards to content will be an interesting case study for how Project L will approach the same things given the aforementioned live service game collapse. In case you’re wondering, that was the other big F2P fighting game (this time from Riot Games) that everyone was hyping up & a game a number of folks expect to dominate the FGC. And going back to Smash, it’s going to have to work harder to justify a $60 (or, more likely, $70) price tag is the rest of the fighting game genre is stepping up regarding single player content (SF6 especially) & Smash declining in that regard in recent years. Hell, World of Light is essentially Event Mode on steroids.
@@rubyrogers8879 Spirit battles by themselves are improved event modes tbh. But a story mode that's 99.9% another mode in the game was lame asf. The map and boss fights were really cool tho.
@JuiceBoxTV nah not really for spirits Events actually had moee than like 6 themes I can only remember the 2000th spirit battle with lava floors or metal character Events usually felt more like actual challenge modes and weren't always about fighting
Hell, it should've shut down from its Open Beta after Season 1 tbh. But I am hoping it will buy them enough time to fix ALL these issues (especially the Netcode) and bounce back into what it was like on Day 1 but with a plethora of characters, balanced gameplay, more player friendly, and better progression on unlocking new characters.
I booted up Multiversus in like Jan or Feb this year after not touching it for months. I had no idea Marvin the Martian was released. There was no gameplay trailer. The reveal trailer didn't even have his face in the thumbnail. It was a teaser trailer that didn't even show the character, only playing a voice clip, and that's all of Marvin's media on the official Multiversus youtube channel.
For me there where alot of reasons to leave: the hitboxes, the clunckyness of the movements, every game felt like anyone could come out on top....and the struggle to learn what everyone did!!! Having to learn the movesets AND the effects of everymove is something I just didnt feel like doing.
Hopefully it can recover. I always wanted a sequel to Cartoon Network Punch Time Explosion and this is the closest thing to it. This is unrelated, but I hope Warner Bros has a kart racer planned. Nintendo has Mario Kart, Sega has the Sonic kart racing trilogy, Activision has Crash Team Racing Nitro-Fueled, Nickelodeon has a kart racing trilogy, Disney Speedstorm is releasing next month, and Lego is releasing Lego 2K Drive in may. That just leaves Warner Bros. I would say Dreamworks as well, but they don't seem interested in releasing video games anymore.
It's a crying shame really. Admittably I was feeling burnout from this game, but I still have some modicum of optimism that this game can still thrive.
12:14 It literally takes no time at all to grind enough coins to unlock a new character, And there's almost nothing else to spend gold on anyway. From my experience as soon as I got a character to level 15 I was able to purchase another. I've had the whole roster since the preseason and I don't think I really play that much
5:02 That's literally how every fighting game works. If every move was the same then you would end up with something like Nick All-Stars where character selection doesn't matter
Half the time I played this game it’s like to even sometimes pull off different combos I had to mash/bang my head against the controller to even do much. I didn’t have time go remember all their moves
"This was put together... before we got any news about season 3" Now we do have news about it: There won't be a season 3. The game's open beta (yes, Multiverses is technically still in beta) is shutting down in June, and the final release version will come out early in 2024. I think that's the best move the devs could make given how badly development has gone up to now, but it's clear this is a backup plan for them. They clearly intended to just let the open beta roll into the final release, but that wasn't going to work in this situation. Hopefully the new plan works out for them. This game and its premise has so much potential, and I don't want to see it just fizzle out.
It could, but it all depends on the factor of them having multiple devs at the helm. If it comes back, it’ll need something really big to push it back into popularity. Maybe a switch version. But if fall guys is any indication, it can very easily die out again if they aren’t careful enough
Fingers crossed they go all in on single player content, fixing up the hitboxes and making the online solid. If they can manage that in a year’s time (and obligatory add a few new characters) this game will be a mainstay for a while.
The gameplay felt frustrating to me, coming from non-platformer fighting games. Seeing the enemy missing moves over and over in front of me and barely being able to punish it felt really bad, and I can see a lot of it in the clips featured in the video. Especially Jake. I'm not sure if this is normal in platformer fighting games, it didn't look as bad in smash content I've watched, but I could be wrong.
I find it ironic how despite Fortnite being the trend setter for the Battle Pass concept, none of these companies bare took time to LEARN from Fortnite when it comes to how implement it. Fortnite gives you a multitude of daily, weekly, milestone and seasonal quests of varying levels of challenge: Assuring people of any skill level can get at least some exp per day. Each level of the battle pass gives you multiple items to pick with one asking you to complete the page which gives players a bit of freedom to choose I which order to claim rewards rather than make you sweat in the grind for days only to reward you with a profile banner for your troubles.
The thing that I have always missed with these new platform fighters and even Smash ultimate is a good amount of single player content, with Multiversus and Nick All-star Brawl relying on only the versus mode and Ultimate relying on Custom stages and World of Light Doesn't have to be something as grand as Brawl's cavalcade of Subspace, Trophies, events and all that stuff, it could be as basic as Melee and 3DS / Wii U to work, but it also needs to be actually good, because as much content as 3DS, Wii U and Ultimate do have, it's not really the best quality content outside of Trophies, Smash Run and the Boss Fights of Ultimate
This game actually exploded. It was everywhere in the internet. Guess they really sucked on player retention, but they must have gotten good money thanks to kids buying skins.
I think the game was fun but there are 2 gameplay design choices that hold it back from being great. First, I can’t stand the way aerial attack animations aren’t cancelled when you hit the ground during them. I get that it was a deliberate design choice but I really think it would have been better to handle this like every other game because it just feels good to do. Second, I think it’s generally a mistake for a platform fighter not to have any kind of downed/knockdown state. Without it, an integral part of the gameplay loop suffers since the okizeme/wake up game is missing in action. This game sort of has it because of the moves where you bounce an opponent off the ground or wall, but it’s pretty shallow. If they added those 2 things: landing cancels and a downed state, the game would be much better imo.
The lack of singleplayer content is what killed my interest in it. I don’t just want to play against other people in competitive games, I want to have fun.
It seems like trying to make a platform fighter crossover game is just a death sentence if you aren't Sakurai:Playstation all stars, NASB, and now this. I think these developers skip out on single player content heavily, and that really drags down the experience. Having their own items and casual compatibility could help it be a good pick up and play game
While I don't think is a very big issue not having a switch version hurt the title too like the PS4 and XB one are on the way out when the game was out and the PS5 and XB series was still have their issues to kick in unlike right now while the switch was and still is in a strong state as a gaming platform not saying those consoles weren't deserve mutiversus oh no but I think not being on switch wasn't the best thing especially how many platform fighter players are on the platform so having it on switch could really help to get more audience
this and nick all star-brawl have failed due to focusing too much on competitive/top-level players more games need to focus on the casual majority if they want to stay afloat i wish upcoming platform fighters have more singleplayer/casual content like smash ultimate's classic mode, spirit mode, and all the wacky stages and items
Non fighting game gamer here (give me my strategy game and RPGs) who occasionally gets bullied into playing fighting games by his friends. When you described Shaggy's moveset, I immediately thought "Oh, playing this game would be a nightmare," so I at least can confirm the newbie thing, haha.
You mean staling? Idk how it works in this game but I never liked it in Smash because you get punished for using the moves that work (reduced damage AND knockback), so characters that have only a handful of good moves are punished even more heavily than others, in Rivals there’s no staling and it works so well, you’re actually rewarded for using the moves that work the best against your opponent. 👌
I feel like the game would've been better if the devs just waited and completed the roster before release and made it so you bought the game, doing so has every character automatically unlocked. I know it sounds more like smash bros at that point, but that's how you would have to have a game that could actually rival super smash bros in the long run and not just the short run. Also, when I played the game and had adult words turned on, the characters with swear lines never said them for me, was that a glitch and if so, did they ever patch it?
12:50 They said too many players were completing the battle pass early so they padded the needed experience so "It would be more rewarding". All their solutions are "pad out the game" and "add more grind"
I feel outside of balance, net code, and communication Multiversus didn't do anything out of the ordinary for a F2P live service game. The lackluster events that are basically a glorified holiday sale and priority on skins aren't anything new or special it's just how the model works. And the low amount of content only seems low because they tried to bolster the amount of content with the beta and season 1. MV was never going to be getting around 5 characters per season or a new character every week or two, it was to make it look like it was going to be getting constant content when in readily it was most likely pant to drop a new character at the launch of a season and maybe during the mid-season.
I feel bad about this one because I still love this game. The Iron Giant and Gizmo have some of the most interesting movesets I’ve ever seen in a platform fighter and Tom and Jerry have THE best I’ve ever seen. The only reason I haven’t been playing is because I haven’t had time recently. I really hope it comes back.
The lack of time really drove me away from Overwatch 2. Hated how I felt pressured into having a 2nd job so I just dropped it. Never got into Multiversus but I imagine it would’ve been similar.
Things ppl fail to realize (and ik im late) the game was in beta,with that being said im actually happy they did what they did,because imagine if they wouldn’t have given us an open beta and just released the full game in 2024 it would be the same thing that happened now…with that being said them taking the feedback,hiring new help, and not having to stress will make the game even bigger than it was in beta. 2024 isn’t that far away we can wait and the wait will be worth it
For me it was the stuff you had to pay for like skins, which was lame to me, because I atleast wanted to be able to swap palletes, for when theres multiples of the same character and because a lot of color variety with a character tends to look great.
Honestly, more than anything, I think it was the network issues that did the game in. The live service model wasn't ideal, but it was tolerable. The game was reasonably fun, and I played consistently for the first month or 2. But eventually, the disconnects became too annoying. I also think, high level tournament content is important for Fighting Game longevity. I remember when I was into DragonBall FighterZ, I used to play online a lot after most major tournaments, just because I was jazzed up to play the game. Multiversus didn't really have that, although to be fair, it died out pretty fast.
I don't see the "too many references" argument pointed out enough honestly... I get why you'd want to do that, but characters like Mario and DK feel just as organic and fun with the movesets they have in smash right now Sure, a few more references wouldn't hurt (and some character are outrageously devoid of personality like Ganondorf) but it's still not as exhausting as some fan concepts
As somebody who was so excited to play multiverses, coming from smash and Nick, multiverse was way too complex and I was so upset there wasn’t an offline mode for me to play against cpus first to I can understand the characters. I was really excited to play as Batman and Stephen but the move complexity was so daunting, I couldn’t get a feel for the character, and the broken net code didn’t help because I felt like I was I wasn’t learning as fast as other players. I was turned off immediately and went back to nick and smash
Smash is a game that uses it's wide array of characters & franchises to influence & improve the experience. Multivesus & All-Stars? They try to use it for replacing what experience isn't there!
I was hoping for so long I could get a computer to get this game before, nowadays I rarely ever play it even when I'm not doing anything, so many things in this video (specially the balancing, online and grinding points) explain why so many players also barely play I won't say every single point is something I agree with, but it's still nice to see someone providing organized criticism that brings up lots of fair points without going too much into subjective stuff like saying the gameplay feels floaty (i'm also SOOOOO glad someone also complains about the moveset designs, why tf does jake fight with stretchy powers and shapeshifting only for his down air to be a skateboard trick just because it's a reference?)
15:00 You also get a free Valentine's costume once you logged in a couple of days in a row. And once you have one costume it cuts the amount of grind down by half. I got both of them within a week of the event
No doubt this game has a lot of grinds but the ones you mentioned weren't really so. I play casually when I get done work or a little bit in the morning and my girlfriend plays less and we both unlocked both of the Valentine's costumes with plenty of time to spare
Hilarious how a day after you post this they announce that they're taking the game off the market because it was "Open Beta" and rereleasing it in a year.
That's a real shame... even though I've never played Multiversus, I still thought it had some cool ideas. I imagine that the developers never wanted any of the 'premium currency' aspects in the game, and it was forced by higher-ups. Though not even having a single-player arcade mode at launch is a clear misstep too...
It didn’t have the same depth and weight you feel when you hit someone on smash brothers, and the lineup got boring very fast. It felt like playing smash, but every character you knock around feels like a balloon.
I've yet to see the purpose of the lore with how the characters got together. I would've expected a single player mode that dived into the origin of Reindog.
Honestly I've never played the game myself, but since your notes that all the characters have a very large amount of moves and specials that are complex to learn and utilize in battle because of just how many there are, why not copy the special move system that smash 4 (Wii u) used where every character (in the base roster anyway because they never bothered with the dlc characters) can have all their special moves (including the ⬆️,⬇️,↔️ and neutrals ) changed around from a set of three unique move sets for each special? This would allow all players to play around with moves they personally really like to use in battle while limiting the weird stat/buff/debuff system, and the amount of moveset available inside each battle making it more simple and accessible to beginners and experts to master. I honestly really enjoyed that from Smash 4 quite a lot, it let alot of battles be more unique even with the same character being used be ause they could all have different special set ups; and was sad ultimate didn't bother with it at all outside the mii maker, they even combined one of Paluetena's move sets together to utilize one of her extra specials from Sm4sh in the available slot (the side explosion).
Frankly, it has to do with the balance between passion and marketing. If either fall off, then trouble is sure to come. A passionate game with little to no marketing will continue being a cult classic. A game with amazing marketing with little passion will be investor-successful, but easily forgotten by fans. A passionate game that RELIES on marketing-hype to keep it going will soon find out that investors don't care about your work. An amazingly-marketed game that expects money to put passion into its developers will soon realize that developers are human beings with personal, and often radical, opinions. Balance the two - and the game will succeed. And frankly, service games die off no matter what if you slow down on content output / balancing.
Additional Sources:
Destructoid on Recent Live Service Game Shutdowns: www.destructoid.com/2023-is-already-rough-for-live-service-games-opinion/
Game Rant on Multiversus’ Collapsing Player Count: gamerant.com/multiversus-player-count-drop-99-percent/
Venture Beat on Multiversus’ Launch Success: venturebeat.com/games/warner-bros-games-multiversus-surpasses-20m-players-in-a-month/
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Fortnite - Chapter 4 Season 2 Battle Pass Overview (ShuffleGamer): th-cam.com/video/yU18V4N48-U/w-d-xo.html
Fortnite - Chapter 4 Season 2 Launch Gameplay Trailer (Fortnite Official): th-cam.com/video/rs8YIhsbZxg/w-d-xo.html
League of Legends - Preseason 2023 Spotlight (LoL Official): th-cam.com/video/RXYnKlKtico/w-d-xo.html
Multiversus - Arcade Mode (Beta Brawler): th-cam.com/video/LoK7yv5JnN8/w-d-xo.html
Multiversus - Bhands & Streamline vs. MintyHippo & Ghopo (AJAX_HQ): th-cam.com/video/H6ZRoBoikag/w-d-xo.html
Multiversus - Bhands (Rick) vs. Bugzvii (Stripe, Harley) (AJAX_HQ): th-cam.com/video/QjmWBpc9Tak/w-d-xo.html
Multiversus - Black Adam vs. Wonder Woman (KwingsLetsPlays): th-cam.com/video/WnGL0KcpNDI/w-d-xo.html
Multiversus - BlitzLuigy (Wonder Woman, Velma) vs. Chavo (Finn) (AJAX_HQ): th-cam.com/video/WipT1s_Qzr0/w-d-xo.html
Multiversus - Bugs Bunny Loop Combo (Nyle): th-cam.com/video/vxJn_1Sf_bU/w-d-xo.html
Multiversus - Cinematic Trailer (WB Games Official): th-cam.com/video/zvborgKG7fwb/w-d-xo.html
Multiversus - Finn Gameplay (Daryus P): th-cam.com/video/bjvka0EHaTE/w-d-xo.html
Multiversus - Festiversus Event Overview (Player First Games Official): th-cam.com/video/9UKTqIDiqcc/w-d-xo.html
Multiversus - Gizmo Gameplay (IGN): th-cam.com/video/riIA3nQ2sRA/w-d-xo.html
Multiversus - Gomo (Gizmo) vs. Streamline (Marvin, Bugs) (AJAX_HQ): th-cam.com/video/WVvb7JOg0gw/w-d-xo.html
Multiversus - Harley Quinn Loop Combos (Tymier): th-cam.com/video/KsH9_6bRRpA/w-d-xo.html
Multiversus - Highlights feat. Hitbox Jank (Multiversus Clips): th-cam.com/video/mmNUFFSdEoI/w-d-xo.html
Multiversus - Iron Giant Gameplay (IGN): th-cam.com/video/NZtfo4YkWio/w-d-xo.html
Multiversus - Marvin Gameplay (Landan2006): th-cam.com/video/UgB6QuLVREA/w-d-xo.html
Multiversus - MasterBlueSama (Shaggy) vs. BlitzLuigy (Wonder Woman) (AJAX_HQ): th-cam.com/video/UxuiIbyilxU/w-d-xo.html
Multiversus - Offline Gameplay (4 Gamers Gaming): th-cam.com/video/UpWDC60UIJo/w-d-xo.html
Multiversus - Online Gameplay w/ Arya (LANDAN2006): th-cam.com/video/52xXmJ7hs34/w-d-xo.html
Multiversus - Open Beta Gameplay (LANDAN2006): th-cam.com/video/TItR0zmiZgA/w-d-xo.html
Multiversus - OVA9k (Taz) vs. Bhands (Batman) (AJAX_HQ): th-cam.com/video/StpxN_wKgv0/w-d-xo.html
Multiversus - Ranked Mode (LANDAN2006): th-cam.com/video/xnG35talVJ4/w-d-xo.html
Multiversus - Reindog vs. Bugs Bunny (DigitalRossGamingStation):
th-cam.com/video/2dOrThN_GAo/w-d-xo.html
Multiversus - Rick Montage (Kah): th-cam.com/video/DNH2aUizIW4/w-d-xo.html
Multiversus - Reveal Trailer (GameSpot): th-cam.com/video/YG7WEltGCIU/w-d-xo.html
Multiversus - SAGE (LeBron) vs. NoCash (Arya) (AJAX_HQ): th-cam.com/video/zv4h2cDXYx0/w-d-xo.html
Multiversus - Season 1 Gameplay (Casas Plays): th-cam.com/video/f7pz99KaADw/w-d-xo.html
Multiversus - Season 1 Gameplay w/ Online Lag (ItIsCoffee): th-cam.com/video/Y0F3OTJ8Od8/w-d-xo.html
Multiversus - Season 2 Battle Pass Overview (LANDAN2006): th-cam.com/video/Y0BnVlxZMWA/w-d-xo.html
Multiversus - Shaggy Gameplay (Daryus P): th-cam.com/video/qs9TFjWlxT4/w-d-xo.html
Multiversus - Shaggy vs. Superman (DigitalRossGamingStation): th-cam.com/video/sSj5jJ1L7WQ/w-d-xo.html
Multiversus - Sice (Steven, Shaggy) vs. Twilight (Bugs) (AJAX_HQ): th-cam.com/video/3zBTu7CnGE8/w-d-xo.html
Multiversus - Sonicfox & Dekillsage vs. Delroy & Severe (VGBootCamp): th-cam.com/video/kCJI5ptKBD8/w-d-xo.html
Multiversus - Streamline & Paradox vs. Bugzvii & KEY1DR (AJAX_HQ): th-cam.com/video/SjUu1khAf2A/w-d-xo.html
Multiversus - Stripe Gameplay (Super): th-cam.com/video/2CJDPoQhyjA/w-d-xo.html
Multiversus - Superman Guide (Sam Pham & Gooshy & Dutchy): th-cam.com/video/Z89BeBHtIik/w-d-xo.html
Multiversus - Superman vs. Bugs Bunny (DigitalRossGamingStation): th-cam.com/video/PZ9K8CbeBAY/w-d-xo.html
Multiversus - Synume & Leviathan vs. RoseJ & Mirrorman (VGBootCamp): th-cam.com/video/qHAVErfCgU4/w-d-xo.html
Multiversus - Taz vs. Harley Quinn (DigitalRossGamingStation): th-cam.com/video/Me6aWxllDkc/w-d-xo.html
Multiversus - Velma Gameplay (Daryus P): th-cam.com/video/6pRdP12bAsE/w-d-xo.html
Multiversus - Zoo (Morty, Tom & Jerry) vs. Chavo (Morty, Iron Giant): th-cam.com/video/srA2L1xBqvo/w-d-xo.html
Street Fighter II (Arcade) - Gameplay (World of Longplays): th-cam.com/video/xI284D4y1q4/w-d-xo.html
Damn you’re like the only one actually listing every single source you put in the video.
Absolute W
I think another problem is that many platform fighters try to be competitive Melee or prioritize becoming an Esport first. They miss the fact that most of Smash’s fan base likes the casual elements of the game the most. There are millions of people who will always prefer free for all, items on high, and a stage like Pokefloats to 1v1, no items, Final Desitination. Yet many of these platforms fighters have little to nothing in the way of items or weird stages. There’s also the issue of not having other casual game modes, like you mentioned.
I mean Rivals prioritized competitive yet it’s the only successful platform fighter other than smash so you can be successful AND prioritize competitive at the same time.
@@SimoneBellomonte you can but it is infinitely harder. Without casuals most games won't stick for long. There are way more casual players than competitive. So throw them a bone, give them a few modes and characters just for them. Don't overbloat your characters since I don't think even competitive players like that.
You have the people who are totally into "fox only final destination no items" for their games, but you also have the eight player item fests and the weird wacky game modes that the community comes up with
@@SimoneBellomonte okay, but Rivals also had the workshop, which definitely isn't something can be replicated easily by bigger studios
This
I feel so bad for the Multiversus devs because in spite of its faults, you could feel they genuinely cared about the franchises it was representing through the game. And even if it wasn't as polished as Smash, it still had its own flavor of fun
It definitely has the passion. But not the professionalism
I honestly dont agree at all. Shaggy's movset was entirely memes, lots of choices that made no sense or were questionable like... really? Its got some soul but i dont like the execution of most characters
@@-lord1754 Well, if it wasn't like that, there'd be nothing Shaggy could have as attacks. Y'know kinda like how some Smash fighters have never FOUGHT in their own franchise. Smh
@@TyshaggyGaming What are you talking about? Theres so much insane stuff Shaggy could pull from. Even if certain smash fighters never fight, theres still things to pull from (plus a lot of weird characters like Duck Hunt only showed up after major obvious inclusions unlike MV). I dont see your point
@@-lord1754 I honestly could see an accurate Shaggy fighter being a fast glass canon zoner who throws projectiles and makes walls with random furniture to block the opponent and escape, I like the ultra shaggy tho
@@-lord1754 Rob. Literally had NOTHING to pull from
The lack of single player content is hardly unique to MultiVersus, unfortunately. The fighting game with a robust assortment of options for things to do that doesn't involve fighting online against other people has become the exception rather than the rule.
As for the live service model, the bubble is bursting even as AAA game companies try to pretend it's not, so now it's a question of if the dev team has the will or ability to course correct, or if Warner Bros and everyone else involved would rather see the ship sink than adjust a business model on its last legs.
Considering that they are shutting multiversus down with plans to re-introduce it in 2024, hard to tell if that rework will be what the game needs or if it will be dropped and quietly canceled.
The lack of single player content hardly seems to be an issue, though- Brawlhalla is still going on
“has become” it was always the exception tho lol.
@@crumpscrumbs Source?
@@SimoneBellomonte type in “Multiversus shutting down”
Let's be realistic for a second i think multiversus would have lasted longer as a full price game with a good roster maybe of 30+ characters and paid for dlc, the second it went free to play i went "okaay yeah this game won't last long" it needs content and its quite clear wb or the devs have this on low priority which you know would be fine full a 60 dollar game with all the bells and whistles on it, but for aa free to play LIVE SERVICE game that ain't acceptable
Weren't they trying to differentiate from NASB's market segment?
Also not everyone has time to come back and always play, working towards a Battlepass with mediocre to ok rewards and upon finishing Battlepass you’re not even rewarded with premium currency.
I disagree, maybe it could have lasted a bit longer, like a month, but after that it would be dead beacuase:
1. Is. Not. Fun; Seriously, the gameplay is too floaty and the movesets are weirdly complex.
2. Lack of single player content, if I pay I want more than just online multiplayer.
3. The bad online multiplayer isn't helping at all.
Nobody would have bought it
Come 2024, we'll see if this approach works or not
First Nickelodeon All-Star Brawl, now Multiversus. I’m starting to feel like Smash Bros will be the only Platform Fighter that’ll be both successful and popular for years to come.
at least the multuversus was a good one
rivals of aether ?
@@CharmedReally7 Rivals of Aether: Am I a joke to you?
The thing is that for a crossover platformer to work, the parent company needs to put money into and content into it. As well as people who can design a fighting game roster and movesets with not a ton of restrictions.
@@NicoTheCinderace Brawlhalla: Yes
One thing I like about Smash is that the fighters actually have coherent fighting and movement options instead of relying on “look at the funny reference!” Most of the platform fighters we’ve been seeing as of late try to cram in as many references as possible without knowing what made them work in Smash.
Multiversus's Shaggy seems the ultimate culmination of reference/memes first before an entire character.
While I hadn't been a fan of Sakurai's depiction of Wario in Smash ignoring practically everything from Wario Land (outside of Shoulder Bash) - at least he had been familiar with his gross tendencies that can be gleamed from Wario Land-series' manuals, long before WarioWare came around.
Meanwhile Shaggy's entire existence in MultiVersus is wholly reliant on ironically driven, internet-trend based caricature that has little to no respect on how he was established all the way back in 1970s.
Kinda has me believe they could have just dropped him from the roster and kept Velma, if it meant they couldn't have their Captain Goku Falcon pose as Shaggy Rogers in the game - which drives in further how this game's been geared more at the modern internet zoomers, resulting in alienation of older fans of Scooby-Doo that spawn all way back from 2000s, 90s and so on - long before social media and memes gained so much profilic standing in our current pop-culture.
@@KonaKonaKaabisteru Wdym Wario’s moveset is taken mostly from WarioWare not WarioLand.
And even those whose options aren't that great have a lot of visual fidelity and personality to them.
You have the infamous examples of Ganondorf and half the fire emblem representatives, but they each bring something different, if it's not in gameplay then it's in aesthetics.
Ganondorf is a good way to introduce people to the concept of a superheavyweight. He's big, he's tough, and he hits hard, but if he's knocked off the stage chances are he's done for. And from there you can be introduced to Bowser, K.Rool, Dedede and DK, who bring twists to the archetype (Bowser with his Tough Guy mechanic, K. rool with his strong vertical recover and projectile game, Dedede as the game's premier ledge-trapper and master of taunts, and DK as a super fast grounded heavyweight and powerful grappler).
And there's a lot of times where they made up movesets for characters in smash, but regardless there's one thing Sakurai and the smash team nailed, and that's making it so that every character FEELS good to play as and against
This is true, but you have to take in effect that they are able to create these characters with the references and make them work and polished mostly, this is a problem with fighter games and I do wanna see less references be material in kits, but the fact they are able to make characters work with them is quite nice and puts a charm on the game.
Not to mention they don’t FEEL like the character, Kirby is a lightweight sure but his move set and the way he plays feels very Kirby centric they don’t over rely on references nor does it feel like his move set can belong to anybody else
For NASB however (I’m a fan) idk I feel like his move set should be a little unique with little references, why don’t they take advantage that he knows karate?
I still have hope they can turn things around with this game and keep it relevant they just need to do semiregular updates and not keep us in the dark
Bro it was a beta. The reason they released so few updates is because the game hasn't launched yet
I really enjoy that he views this video from a casuals’s perspective and not as much competitive
The fact that the devs are a skeleton team of around 10 developers goes to show they bit off more than they can chew. They're extremely talented, don't get me wrong, but a live service game takes months of preparation and a full-blown team of artists, developers, animators, and composers to manage on a consistent schedule
The one thing I gotta give Fortnite is that Epic Games never undersold the work needed to keep it relevant. They overworked hundreds of employees and contractors but they at least knew they needed to put in crazy man power (just wish they hired more people instead)
I also feel like the physics in this game is rough, even as a spectator. The characters are so floaty to where they don’t look like they are actually fighting one another, but rather fighting the air itself, especially when I tend to see players whiff moves right in front of the opponent because of how wonky said physics and knockback is.
At 4:02 Shaggy uses a forward air in the middle of the stage and pretty close to the ground yet he managed to land at the far left of the stage, almost falling off, without using any other jump. It's so weird to watch, it feels like everything in this game is coated in butter and characters don't move how they are supposed to, it's not even a "It doesn't feel realistic" problem but more so of a "It's not coherent with the characters". In Smash for example characters like Mario, Ganon and Chrom all move very differently but their distinct feel in how they move is coherent to their character, Mario is known for jumping so his jumps are big and satisfying, Ganon is a big evil dude that moves slowly but this compliments his hard hitting moves and makes traversal moves like down and side b more impactful, Chrom is a human soldier, he can be fast since he's probably very trained as a soldier but can't jump as high since he's only human, meaning that he has to rely more on grounded options or short hop aerials.
So yeah, Multiversus feels like you're trying to fight on a slip and slide
@@Cloudd0
Ganondorf is a terrible example. Every Zelda game where he's shown fighting in his Gerudo form shows that he's very agile on top of swordplay and magic. The only worse example you could give is Ike moving like molasses because "big sword heavy" when he's one of the fastest Fire Emblem characters and has no issues swinging Ragnell one-handed in his games compared to Smash where he has to wind up 2-handed swings.
@@wakkaseta8351 In the three times that you fight human ganon in the series his agility is not the point of the fight or just lacks it at all and instead mostly uses his brute strength, magic is present in his movement with every special altought they could do more with it. Regarding Ike, his speed is good in PoR at 55% but is rather slow in RD with 35% speed growth. If you're looking for speedy units you're looking for swordmasters like Stefan or Edward in RD, and even in PoR there are characters who can outspeed Ike easily like Mia and Lethe
@@Cloudd0
Did we play the same Zelda games? The closest thing to brute strength in human Ganondorf fights was the blade struggle in TP. You're also seriously trying to "well akshually" me on Ike's speed by pointing out the classes that min-max on speed when I never said he was THE fastest FE unit.
@@wakkaseta8351 one of the flagship scenes in TP is Ganon just ripping his chains during his executions, in WW he casually bitchslaps Zelda to send her flying unconscious in the final fight and in OoT his castle falls on top of him and he still gets back up, if that is not a supreme display of brute strength and him being built like a tank then idk what to say anymore, guy has the triforce of power and not the triforce of agility for a reason. Also you just said that Ike is one the fastest Fire Emblem characters which I just pointed out that is not really true but I preferred having some data to back it up instead of just pulling it out of my ass
Sever issues along with lack of content since November would probably make a game drop off
Its not rocket science
I'm sure they'll turn it around with a relaunch or something later this year
If fall guys can randomly come back for a solid month or two then so can this game
There's also the other issues Warner is facing. It will take a lot to push Multiversus back, like maybe not focusing on DC so much
idk man, fallguys is extremely simple in both concept and controls, whereas this game is quite complex and intricit. I think that difference is crucial for a game's potential to make a comeback/have a resurgence,, especially for a free2play game
Fall Guys had a lot of changes that are not possible for this game - got bought by a large company with experience in live services, released on more platforms, really leaned into external crossovers, etc
@@gligarguy4010 What? Those are definitely possible. MVS devs have a lot of interest in non-Warner crossovers and it's been datamined and confirmed 10x over that they plan on releasing on more platforms and expanding the number of the people that can play it.
@@Sponsie1000 But Fall Guys has content unlike this game.
I remember someone saying before launch that they were hoping Sakurai and the Smash team would take notes on Multiversus last year. I bring this up because even if he had wanted to play it himself he couldn't easily do it as it still hasn't launched in Asian territories.
He could use a VPN, I guess?!!?
It would be interesting to see what Sakurai thinks of these other attempts at a Platform Fighter
At their cores he’d still probably think of them in a similar boat as Smash, just not quality wise but he wouldn’t say that, and man he’d have a field day bashing Multiversus for locking characters behind a paywall.
After seeing the video posted… I am certain Sakurai was a lot to say in regards with MultiVersus, if he ever tried the game.
Bc of the founder's pack, WB is legally obligaded to realise at least 9 more characters since it gives free tickets for 30 characters, and there's only 21, so unless they refund every single person that purchased the battle pass (which WB will obviously not do considering how many people bought it) they do need to realise 9 characters before shutting down
Either way I seriously hope multiversus can come around with season 3, despite everything I did enjoy this game and want to see it suceed
It's the founder's pack that give the free tickets.
They could simply do clones and call it a day
Actually there's 23 playable characters but yeah i agree
Yeah but the game shuts down on June 25 this year
@@evanarnold1949 and comes back in 2024
I think the problem was the team wasn’t big enough to handle a project like this
Additionally I think the game was trying too hard to be like smash without realizing that smash was just doing it’s own thing
Nope, they tried to make this game different from Smash in many ways, mostly by focusing on 2 vs. 2 instead of 1 vs. 1.
Whether the team was too small or the deadline was too soon, that’s a corporate blunder. The people on top should’ve had the wherewithal to realize not investing into a project won’t yield a large payout back.
This was an investment they SHOULD have taken and are just stupid for not.
@@silverdamascus2023 i think their problem was that they focused too much into making it a competitive game, smash is fun because they focus on fun. They don´t focus neither on 1 v 1 nor on 2 v 2. Many devs nowadays want their games to be e-sports and forget to make it fun
@@sakutaro3musik486 The biggest mistake of this game was making it a F2P live service.
If they released the game for $60 and supported updates through DLC and passes, the game would have gotten a better chance.
Too many service-based games are dying, this game may be the next to the graveyard.
@@sakutaro3musik486 making something competitive by design doesn’t inherently make a game fail.
The biggest problem with the complexity of characters is that it's not even appealing to hardcore players either because it's complex in all the wrong ways.
Character design being focused on having too many numerical systems (cooldowns, status effects, etc.) and ridiculously specific interactions (specially for 2v2) doesn't necessarily lead to gameplay that it's actually mechanically interesting, it's just pointless stat bloat and deliberately locking you out of options through non-interaction (cooldowns) or gamemode preference (can't use X move to it's full potential unless you queue 2v2), all of which are despised by platform fighter veterans.
Combos being either stray hits or an infinite are also a major problem for hardcore players, because the entire appeal of the genre is to be able to create combos on the fly through a mix of intuition and mechanical execution. Low hitstun plus dodges being completely broken framedata wise means that "free-flow" combos rarely happen so all you see is people fishing for stray hits, plus the shitty netcode plus no connection quality indicator makes this far worse. Infinites are despised both by casuals that don't want to lab them just to be able to play the game at an ok-ish level, and by veterans too because they are antithetical to the competitive fun of the game and they often deem them "cheap" (Melee players banned wobbling for example).
And as a final nail in the coffin, movement in Multiversus has virtually no mechanical deph, and the little there is (e.g: dodge-jumping) is not particularly interesting or fun to do compared to say, wavedashing, DACUS or even things like RAR.
I remember playing versus a LeBron player during the first month of MV, I was playing Iron Giant
If I moved forward at any point in the match, I literally just had to watch my character die for the next 20 seconds. Extreme example obviously, considering LeBron is a combo-heavy character and Iron Giant is the biggest character in the game by a wide margin, but LeBron could do that to basically anybody during that time. Imagine watching your character model get bounced around for almost half a minute, queueing for a rematch, changing your strategy to playing hyper defensive and camping for your superarmor buff, only to get hit once and die anyway because you made one mistake
So yeah, Multiversus was fun
I disagree as someone who’s dabbled into the ranked mode and competitive areas of MultiVersus, it’s quite complex and has a variety of ways to deliver combos and learn the kits to your benefit.
Honestly, it really does feel like unless you’re a company that can pump infinite money and time into a fighting game, like Nintendo with Smash, or someone who’s been labouring over the game for years like Dan Fornace with Rivals of Aether, it seems like it’s destined to flounder.
But that’s the thing, Warner Bros. is one of the few companies who would be able to pump tons of money into such a project (more so than even other fighting game big dogs like Capcom & Bandai Namco).
@@Neoxon619 The thing is Warner Bros doesn't know / care enough to dedicate all those resources. I mean Smash Bros is always a system seller, but not every diehard Bugs Bunny fan is gonna wanna play MVS
@@Neoxon619 the problem with Warner Bros is that they are a multimedia company, not a gaming company, if even Disney has given up on this market is because they clearly do not understand it, these companies do not understand that making games is not like making movies and will give up the moment they do not succeed "properly".
On top of everything already said, Nintendo did _not_ just pump infinite money into Smash's development. They put in a lot, more than their average games, but a huge chunk of that budget went to arranging contracts for getting characters and the cinematic reveal trailers. Sakurai and his team are just smart and know how to use what was left of their budget wisely.
There's zero excuse for MultiVersus from a financial perspective. WB has _way_ more money than Nintendo. They're just being dumb with it.
@@grunkleg.2934 yeh that’s what I meant, the guys making Multiversus didn’t have the resources to pump into the game because WB didn’t care enough about the game to give them it. Live service games don’t work as a “side project”, which is evidently what WB saw Multiversus as
I was expecting you to cover this topic sooner or later.
I have been with this game since it’s announcement. The road has been a series of crazy, winding emotions for me. Constantly tussling back and forth between whether I still believe in this game, or if I’m in denial.
What I do know is that I love this game for it’s zany roster and stellar presentation, especially with the voice acting. The interactions are the cherry on top.
But that doesn’t excuse the content drought, lack of communication, temptations for grinding and microtransactions, or the lack of modes.
Local Play is one that I have a personal vendetta with. It runs without relying on Wi-Fi, despite the game running on Wi-Fi? Not sure how that works, but that means that this game didn’t have to use internet for life support, but did anyways. And don’t even get me started on the fact that you can’t add AI. You can figure out the bull that pops up from that one.
Lastly, the timing on your post was perfect. When everyone else was posting their “MultiVersus is Dead” vids, I got angry when ever I so much as saw the thumbnails because I refused to believe it. But recently, I finally settled on thinking that PFG will come out and say that the game is being shut down post-Season 2. While I won’t stop playing until that day comes, I’m happy you posted now because I trust you. You didn’t say “Game Dead”, you asked “What went wrong?” and went into further analysis that I ever thought.
You touched upon the balance and mechanics that I lack an understanding of, and you looked at the game from a real healthy developer’s perspective , trying to account for all sorts of players and their points of view. Thank you.
Oh, one more thing. Remember how a couple bios and the blast zone established a threat called “The Nothing”? It’s been speculated that this dark force is actually from “The NeverEnding Story”. If that’s the case, can someone make an edit of the Swamp of Sadness scene where I’m Atreyu and MultiVersus is Artax?
Then they announce a shutdown the next day. Lol I played heavily for months, I really don't think the game will be that successful. Would love to be wrong, I think they're gonna relaunch, have a boom then a very steep decline in players faster than the first time
At the end of the day Nickelodeon All-Star Brawl and Multiversus had the novelty of fighting matchups like Batman and Shaggy. Then ten minutes after you get over that you realize that both games are just less polished, less impressive and less stylistic versions of Smash Bros. Ultimate. That's not a "killer" of the top game in the genre, and even if it were, if Smash Bros. Ultimate were to die tomorrow, it's sold 30 million copies and become the bestselling fighting game of all time. It's made Nintendo enough money to build a gigantic flying yacht made of solid gold.
I think it has better combos
All star brawl got a lot more polish as the patches came.
Its not that bad anymore
That’s so true. No single player content was a huge letdown.
Really, it was people letting out their frustrations of Smash whilst also trying to make jokes and memes. It was funny and shocking to a lot of people to say “haha, this game with a bunch of wacky characters could defeat a worldwide phenomenon” and the fact that many of both game’s characters were popular. They’ll be rereleasing Multiversus in 2024 and I’ve heard they’ll try making a Nick Brawl 2. If they have the same mistakes their first incarnations has, and people keep calling the games “Smash killers” I have no doubt the games will easily die out again
@@Murr248 Well it’s not like those game ONLY died out because people said they would end Smash. Nick Brawl and Multiversus had tons of their own problems as is.
And this is one of the last few projects with Kevin Conroy. I even bought his voice announcer pack, just to hear him a little more.
🫡
Is he the English Batman VA that recently died?
In that case there’s that Suicide Squad game coming out soon with his voice in it.
@@SimoneBellomonte Yes he’s the Batman VA who recently passed
I wasn't able to get it 😔
5:40 This. I played one or two matches with Morty (Because he was on the free rotation) and really had no idea what moves my character had because of how overcomplicated he was. People give a lot of slack to characters like Mario, DK, or Pikachu because of how simple their movesets are, but they, in my opinion make a ton of sense. Mario is one of the first characters most newcomers will play as. As such, his move simplistic moveset is really good. He has a projectile, a reflector, a meteor smash that's easy enough to preform, and basic jabs and kicks. Whilst giving Mario a moveset based on all of his iconic powers seems fun, I'd argue that would make him far more complicated for newcomers, like Shaggy in this game. Likewise, DK and Pikachu are really good at introducing players to the Power/Heavyweight and Lightweight based archtypes respectively as opposed to just cramming their movesets with references and overcomplicating them. When you get later down the line, you will have more characters that lean into their specific archtype and are more complicated, while being faithful to their original incarnates. such as Joker (Speed), Ryu (Heavy/Power), and Meta Knight (often considered and mix between rushdown and ball-rounder). Both Nick all stars and this game never really had defining beginner friendly fighters besides Spongebob and Shaggy respectively.
I love how well these recent videos have been performing for you I know that's got to feel amazing
last semester, i sat next to two guys in one of my college classes who were fucking obsessed with multiversus. they talked about this game constantly and they obviously cared a lot about the characters and the idea of it.
they seemed to be getting burned out by the end of the semester. i overheard lots of complaining about the awful grind for the battle pass, the unbalanced characters, and the general lack of things to do. iirc i think one of them ended up quitting the game because of it, and this was like 4 months ago. i imagine it’s gotten even more frustrating to play now!
i never played it myself but it’s always sad to watch a seemingly fun new game with a lot of hype behind it just collapse and die
Having poor balancing CAN work, if you lean into it.
You can either try to balance around an ideal balance point, or balance the game by making everyone powerful. Smash goes for the former, and it does it very well, with even characters who would be bad in a platform fighter having their niches (I'm looking at you, Little Mac and Ganondorf)
The game with SUPERMAN and BUGGS BUNNY in it should go for the latter. Think of it like Syndrome's famous line in the incredibles. If everyone's OP, no one will be
I feel like most the Multiversus characters have the learning curve of a character like Yoshi sort of, Yoshi's pretty easy to get a handle on it's more that his moveset is really weird and doesn't feel the most cohesive.
So it feels like your just kind of doing random stuff when you're newer to Yoshi, that's my experience with Multiversus, the characters movesets dont always feel the most cohesive and jt feels random what I'm doing.
Only Shaggy is easy to learn. And Yoshi is only weird cuz he has no recovery up b.
@@rocketleax5 true I'm not good with comparisons
The timing of this video right before the recent shut down announcement is crazy.
only been a day and this video aged like wine
What went wrong with MultiVersus
1. They Didn't Scooby-Doo as playable character too be with Shaggy!!!
2. No Daffy Duck, Jon Snow, Flash or other Justice League members or Mortal Kombat characters
6:20 I'm not sure what you're talking about. Only his down tilt uses an item and that's so it can be a move that hits both sides like a lot of Smash Bros down smashes
Weird that the devs just announced the game open beta phase closes in June 25 and they will bring the game back in 2024.
It’s a bummer that two platform fighters with big names attached to them in a row have fallen flat (three if we count PlayStation All Stars from way back when)
I just hope that one day a big publisher is able to put out a platform fighter that addresses these criticisms and succeeds (c’mon Xbox, I know you can do it)
Rivals 2 is basically gonna be triple A, Rivals was just so successful that if 2 is also successful he’ll turn into AAA despite still being a small studio lol.
your timing is impeccable
I wish more people would play fighting games in general, not just platform fighters, the fighting game genre and all its subgenres are super underrated
Regarding single player content, that’s a complex topic considering that this is a free to play game were talking about. Because of that nature, usually the average person isn’t going to expect content on the level of Street Fighter 6 or Mortal Kombat 12 (see Apex Legends, which doesn’t exactly have much). One of the only ways that could’ve been avoided is if they followed your suggestion at the end & charged $30-$40. But I suppose that also goes back to the lack of updates boring people to the point where more modes would be desired.
Although with that said, the mistakes MultiVersus ran into with regards to content will be an interesting case study for how Project L will approach the same things given the aforementioned live service game collapse. In case you’re wondering, that was the other big F2P fighting game (this time from Riot Games) that everyone was hyping up & a game a number of folks expect to dominate the FGC. And going back to Smash, it’s going to have to work harder to justify a $60 (or, more likely, $70) price tag is the rest of the fighting game genre is stepping up regarding single player content (SF6 especially) & Smash declining in that regard in recent years. Hell, World of Light is essentially Event Mode on steroids.
Well that's like Overwatch 2 going f2p, and the main selling point is having an actual campaign, though it hasn't launched yet
Nah, WoL is just worse event modes with repeats
Bruh, work harder? It's Smash, it's one of the biggest IPs in the business. The notoriety alone will sell it regardless of quality.
@@rubyrogers8879 Spirit battles by themselves are improved event modes tbh. But a story mode that's 99.9% another mode in the game was lame asf. The map and boss fights were really cool tho.
@JuiceBoxTV nah not really for spirits
Events actually had moee than like 6 themes
I can only remember the 2000th spirit battle with lava floors or metal character
Events usually felt more like actual challenge modes and weren't always about fighting
so who’s here after the multiversus news, hopefully this shutdown and more dev time will help the game come back
Hell, it should've shut down from its Open Beta after Season 1 tbh. But I am hoping it will buy them enough time to fix ALL these issues (especially the Netcode) and bounce back into what it was like on Day 1 but with a plethora of characters, balanced gameplay, more player friendly, and better progression on unlocking new characters.
I booted up Multiversus in like Jan or Feb this year after not touching it for months. I had no idea Marvin the Martian was released. There was no gameplay trailer. The reveal trailer didn't even have his face in the thumbnail. It was a teaser trailer that didn't even show the character, only playing a voice clip, and that's all of Marvin's media on the official Multiversus youtube channel.
What a massive blunder. Even Nick All Star Brawl did better marketing-wise.
The developers have just given out an official update video on MultiVersus' development. What do you think?
For me there where alot of reasons to leave: the hitboxes, the clunckyness of the movements, every game felt like anyone could come out on top....and the struggle to learn what everyone did!!! Having to learn the movesets AND the effects of everymove is something I just didnt feel like doing.
Right after this video comes out, they officially put out a statement that the Open Beta is ending at that the game is coming back later. Wild
Hopefully it can recover. I always wanted a sequel to Cartoon Network Punch Time Explosion and this is the closest thing to it. This is unrelated, but I hope Warner Bros has a kart racer planned. Nintendo has Mario Kart, Sega has the Sonic kart racing trilogy, Activision has Crash Team Racing Nitro-Fueled, Nickelodeon has a kart racing trilogy, Disney Speedstorm is releasing next month, and Lego is releasing Lego 2K Drive in may. That just leaves Warner Bros. I would say Dreamworks as well, but they don't seem interested in releasing video games anymore.
There was a a Dreamworks kart game actually if you didn’t know already.
When I wanted to play this with my friends but there were 3 of us. There's no 1v1v1 mode, only 2 or 4 player. This was a major turnoff
It's a crying shame really. Admittably I was feeling burnout from this game, but I still have some modicum of optimism that this game can still thrive.
Hopefully it will in 2024
If they play their cards right, it could experience the Fall Guys revival.
12:14 It literally takes no time at all to grind enough coins to unlock a new character, And there's almost nothing else to spend gold on anyway. From my experience as soon as I got a character to level 15 I was able to purchase another. I've had the whole roster since the preseason and I don't think I really play that much
5:02 That's literally how every fighting game works. If every move was the same then you would end up with something like Nick All-Stars where character selection doesn't matter
Half the time I played this game it’s like to even sometimes pull off different combos I had to mash/bang my head against the controller to even do much. I didn’t have time go remember all their moves
"This was put together... before we got any news about season 3"
Now we do have news about it: There won't be a season 3. The game's open beta (yes, Multiverses is technically still in beta) is shutting down in June, and the final release version will come out early in 2024.
I think that's the best move the devs could make given how badly development has gone up to now, but it's clear this is a backup plan for them. They clearly intended to just let the open beta roll into the final release, but that wasn't going to work in this situation. Hopefully the new plan works out for them. This game and its premise has so much potential, and I don't want to see it just fizzle out.
It could, but it all depends on the factor of them having multiple devs at the helm. If it comes back, it’ll need something really big to push it back into popularity. Maybe a switch version. But if fall guys is any indication, it can very easily die out again if they aren’t careful enough
Fingers crossed they go all in on single player content, fixing up the hitboxes and making the online solid. If they can manage that in a year’s time (and obligatory add a few new characters) this game will be a mainstay for a while.
The gameplay felt frustrating to me, coming from non-platformer fighting games. Seeing the enemy missing moves over and over in front of me and barely being able to punish it felt really bad, and I can see a lot of it in the clips featured in the video. Especially Jake. I'm not sure if this is normal in platformer fighting games, it didn't look as bad in smash content I've watched, but I could be wrong.
I find it ironic how despite Fortnite being the trend setter for the Battle Pass concept, none of these companies bare took time to LEARN from Fortnite when it comes to how implement it.
Fortnite gives you a multitude of daily, weekly, milestone and seasonal quests of varying levels of challenge: Assuring people of any skill level can get at least some exp per day. Each level of the battle pass gives you multiple items to pick with one asking you to complete the page which gives players a bit of freedom to choose I which order to claim rewards rather than make you sweat in the grind for days only to reward you with a profile banner for your troubles.
The thing that I have always missed with these new platform fighters and even Smash ultimate is a good amount of single player content, with Multiversus and Nick All-star Brawl relying on only the versus mode and Ultimate relying on Custom stages and World of Light
Doesn't have to be something as grand as Brawl's cavalcade of Subspace, Trophies, events and all that stuff, it could be as basic as Melee and 3DS / Wii U to work, but it also needs to be actually good, because as much content as 3DS, Wii U and Ultimate do have, it's not really the best quality content outside of Trophies, Smash Run and the Boss Fights of Ultimate
I remember when the game came out and taz, velma, and ig ran rampant across all games
Nice timing
Bruh that timing couldn't have been better lol
This game actually exploded. It was everywhere in the internet.
Guess they really sucked on player retention, but they must have gotten good money thanks to kids buying skins.
THAT TIMING lmao amazing
I think the game was fun but there are 2 gameplay design choices that hold it back from being great. First, I can’t stand the way aerial attack animations aren’t cancelled when you hit the ground during them. I get that it was a deliberate design choice but I really think it would have been better to handle this like every other game because it just feels good to do. Second, I think it’s generally a mistake for a platform fighter not to have any kind of downed/knockdown state. Without it, an integral part of the gameplay loop suffers since the okizeme/wake up game is missing in action. This game sort of has it because of the moves where you bounce an opponent off the ground or wall, but it’s pretty shallow. If they added those 2 things: landing cancels and a downed state, the game would be much better imo.
The lack of singleplayer content is what killed my interest in it. I don’t just want to play against other people in competitive games, I want to have fun.
It seems like trying to make a platform fighter crossover game is just a death sentence if you aren't Sakurai:Playstation all stars, NASB, and now this. I think these developers skip out on single player content heavily, and that really drags down the experience. Having their own items and casual compatibility could help it be a good pick up and play game
Not a crossover but Rivals was very successful and I’m very certain Rivals 2 will be just as successful if not more. 💪
Update: Open Beta closes in June with full release next year.....woof
While I don't think is a very big issue not having a switch version hurt the title too like the PS4 and XB one are on the way out when the game was out and the PS5 and XB series was still have their issues to kick in unlike right now while the switch was and still is in a strong state as a gaming platform not saying those consoles weren't deserve mutiversus oh no but I think not being on switch wasn't the best thing especially how many platform fighter players are on the platform so having it on switch could really help to get more audience
These developers just don’t understand how hard it is to please and support these communities and games
I’d be surprised if this game ever relaunches.
Vernias? As in the kirby guy who mains pit?
this and nick all star-brawl have failed due to focusing too much on competitive/top-level players
more games need to focus on the casual majority if they want to stay afloat
i wish upcoming platform fighters have more singleplayer/casual content like smash ultimate's classic mode, spirit mode, and all the wacky stages and items
Non fighting game gamer here (give me my strategy game and RPGs) who occasionally gets bullied into playing fighting games by his friends. When you described Shaggy's moveset, I immediately thought "Oh, playing this game would be a nightmare," so I at least can confirm the newbie thing, haha.
one of my issues was the anti spam function that weakens certain moves. At its worst a good 4 attacks could be given the status which was frustrating
You mean staling? Idk how it works in this game but I never liked it in Smash because you get punished for using the moves that work (reduced damage AND knockback), so characters that have only a handful of good moves are punished even more heavily than others, in Rivals there’s no staling and it works so well, you’re actually rewarded for using the moves that work the best against your opponent. 👌
I feel like the game would've been better if the devs just waited and completed the roster before release and made it so you bought the game, doing so has every character automatically unlocked. I know it sounds more like smash bros at that point, but that's how you would have to have a game that could actually rival super smash bros in the long run and not just the short run. Also, when I played the game and had adult words turned on, the characters with swear lines never said them for me, was that a glitch and if so, did they ever patch it?
It was a live service game.
That’s it, that’s the reason.
Being a live service game doesn’t inherently mean it’ll fail.
@@Neoxon619 no, but most of them haven’t been as successful as the execs probably wanted them to be.
For me it was locking characters behind a paywall. Had no interest in bothering with it after I learned that.
12:50 They said too many players were completing the battle pass early so they padded the needed experience so "It would be more rewarding". All their solutions are "pad out the game" and "add more grind"
It'll be back in early 2024. I just hope they learned from their mistakes as they do got something special here that can last. Communication is key!
I feel outside of balance, net code, and communication Multiversus didn't do anything out of the ordinary for a F2P live service game. The lackluster events that are basically a glorified holiday sale and priority on skins aren't anything new or special it's just how the model works. And the low amount of content only seems low because they tried to bolster the amount of content with the beta and season 1. MV was never going to be getting around 5 characters per season or a new character every week or two, it was to make it look like it was going to be getting constant content when in readily it was most likely pant to drop a new character at the launch of a season and maybe during the mid-season.
5:50 There's a lab plus characters less complex than Shaggy
Haven't watched the video yet, but for my money its failure is due to not including Daffy Duck.
No it’s failure was for not including Mr. L
You can’t release a fighting game without Mr. L
HEY MOM LOOK ITS ME @5:16
the problem with live service games is that if your not constantly releasing new content you will lose players fast
I feel bad about this one because I still love this game. The Iron Giant and Gizmo have some of the most interesting movesets I’ve ever seen in a platform fighter and Tom and Jerry have THE best I’ve ever seen. The only reason I haven’t been playing is because I haven’t had time recently. I really hope it comes back.
The lack of time really drove me away from Overwatch 2. Hated how I felt pressured into having a 2nd job so I just dropped it. Never got into Multiversus but I imagine it would’ve been similar.
Things ppl fail to realize (and ik im late) the game was in beta,with that being said im actually happy they did what they did,because imagine if they wouldn’t have given us an open beta and just released the full game in 2024 it would be the same thing that happened now…with that being said them taking the feedback,hiring new help, and not having to stress will make the game even bigger than it was in beta. 2024 isn’t that far away we can wait and the wait will be worth it
It’s still in open beta and they are doing a re launch of full game in early 2024
The timing of this video is pretty funny given that multiversus is shutting down until some unknown point in 2024.
For me it was the stuff you had to pay for like skins, which was lame to me, because I atleast wanted to be able to swap palletes, for when theres multiples of the same character and because a lot of color variety with a character tends to look great.
Honestly, more than anything, I think it was the network issues that did the game in. The live service model wasn't ideal, but it was tolerable. The game was reasonably fun, and I played consistently for the first month or 2. But eventually, the disconnects became too annoying.
I also think, high level tournament content is important for Fighting Game longevity. I remember when I was into DragonBall FighterZ, I used to play online a lot after most major tournaments, just because I was jazzed up to play the game. Multiversus didn't really have that, although to be fair, it died out pretty fast.
I don't see the "too many references" argument pointed out enough honestly...
I get why you'd want to do that, but characters like Mario and DK feel just as organic and fun with the movesets they have in smash right now
Sure, a few more references wouldn't hurt (and some character are outrageously devoid of personality like Ganondorf) but it's still not as exhausting as some fan concepts
"smash killer" lmao
very good analysis
As somebody who was so excited to play multiverses, coming from smash and Nick, multiverse was way too complex and I was so upset there wasn’t an offline mode for me to play against cpus first to I can understand the characters. I was really excited to play as Batman and Stephen but the move complexity was so daunting, I couldn’t get a feel for the character, and the broken net code didn’t help because I felt like I was I wasn’t learning as fast as other players. I was turned off immediately and went back to nick and smash
16 moves isn't a lot when you consider Smash Bros characters have double as well as the whole grab and shield mechanics
I still find it funny everyone thought it would overtake Smash Bros... it was never gonna happen
I love how they treated it as a "passion project" just because it had dialogue, like any fucking game that ever came out since the 2000s
Smash is a game that uses it's wide array of characters & franchises to influence & improve the experience.
Multivesus & All-Stars? They try to use it for replacing what experience isn't there!
I was hoping for so long I could get a computer to get this game before, nowadays I rarely ever play it even when I'm not doing anything, so many things in this video (specially the balancing, online and grinding points) explain why so many players also barely play
I won't say every single point is something I agree with, but it's still nice to see someone providing organized criticism that brings up lots of fair points without going too much into subjective stuff like saying the gameplay feels floaty
(i'm also SOOOOO glad someone also complains about the moveset designs, why tf does jake fight with stretchy powers and shapeshifting only for his down air to be a skateboard trick just because it's a reference?)
Well that is shapeshifting he is the board
@@aaronavidad then why is the board a different color unlike the axe
15:00 You also get a free Valentine's costume once you logged in a couple of days in a row. And once you have one costume it cuts the amount of grind down by half. I got both of them within a week of the event
I dipped once I realized there was a battle pass lmao. I played like 10 games total
I didn’t even make it that far
The one I wish did really well was PlayStation All Stars. That game was a lot of fun and deserved another chance
I liked that game
No doubt this game has a lot of grinds but the ones you mentioned weren't really so. I play casually when I get done work or a little bit in the morning and my girlfriend plays less and we both unlocked both of the Valentine's costumes with plenty of time to spare
Hilarious how a day after you post this they announce that they're taking the game off the market because it was "Open Beta" and rereleasing it in a year.
Wait what
Well put. Pretty much agree 100%
That's a real shame... even though I've never played Multiversus, I still thought it had some cool ideas. I imagine that the developers never wanted any of the 'premium currency' aspects in the game, and it was forced by higher-ups. Though not even having a single-player arcade mode at launch is a clear misstep too...
It didn’t have the same depth and weight you feel when you hit someone on smash brothers, and the lineup got boring very fast.
It felt like playing smash, but every character you knock around feels like a balloon.
I've yet to see the purpose of the lore with how the characters got together. I would've expected a single player mode that dived into the origin of Reindog.
Honestly I've never played the game myself, but since your notes that all the characters have a very large amount of moves and specials that are complex to learn and utilize in battle because of just how many there are, why not copy the special move system that smash 4 (Wii u) used where every character (in the base roster anyway because they never bothered with the dlc characters) can have all their special moves (including the ⬆️,⬇️,↔️ and neutrals ) changed around from a set of three unique move sets for each special? This would allow all players to play around with moves they personally really like to use in battle while limiting the weird stat/buff/debuff system, and the amount of moveset available inside each battle making it more simple and accessible to beginners and experts to master. I honestly really enjoyed that from Smash 4 quite a lot, it let alot of battles be more unique even with the same character being used be ause they could all have different special set ups; and was sad ultimate didn't bother with it at all outside the mii maker, they even combined one of Paluetena's move sets together to utilize one of her extra specials from Sm4sh in the available slot (the side explosion).
Frankly, it has to do with the balance between passion and marketing. If either fall off, then trouble is sure to come.
A passionate game with little to no marketing will continue being a cult classic.
A game with amazing marketing with little passion will be investor-successful, but easily forgotten by fans.
A passionate game that RELIES on marketing-hype to keep it going will soon find out that investors don't care about your work.
An amazingly-marketed game that expects money to put passion into its developers will soon realize that developers are human beings with personal, and often radical, opinions.
Balance the two - and the game will succeed.
And frankly, service games die off no matter what if you slow down on content output / balancing.