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Playing

Marvel's Avengers

, the Crystal Dynamics Avengers game released in early September on Xbox One and PlayStation 4, is the closest thing to being part of this superhero team in real life.

Kicks, punches, jumps, missiles, and power after power blend seamlessly into entertaining gameplay ... which could have been magnificent.

In the same way that a little over a decade ago it seemed impossible to conceive of a cinematographic universe like the one that was built, the boy who played with his dolls in the living room could never have imagined that he would end up reproducing those insane fights on a console.

And that he would enjoy it.

Since the first trailer was seen, the expectations were enormous and since the first minutes could be tested, so were the doubts;

What if it fell short?

How were you going to combat the feeling of playing with the

white label

version

of the heroes we saw in the movies?

Could it get where they got from the narrative point of view?

Crystal Dynamics said yes while caressing her

wonderful

ace up her sleeve:

Kamala Khan

.

Possibly the best decision the developer made was for the protagonist to be

Ms. Marvel

(not to be confused with the captain with the same nickname and no family relationship).

And the second best decision was to hide this so that the surprise was greater.

Kamala Khan is a peculiar character, since she is a staunch fan of the Avengers who, in this game, through the art of Macguffian birlibirloque, gets powers (elasticity and strength, broadly speaking).

It is a perfect representation - not especially subtle, but what difference? - of the player who is at home.

Their comments and observations take us by the hand through a story in which, without going into much detail so as not to ruin the plot, we have to rejoin the team after the catastrophe that turned Kamala into Ms. Marvel.

Being a character who has not yet appeared in the film universe allows her to have her own (and wonderful) personality without there being hateful comparisons.

The rest of the protagonists look great and move and fire rays in a fluid way, even when the screen is full of enemies.

Lights and particles also behave, while the scenes, although rich in detail,

have a more aseptic point

: that there are things does not mean that they have life.

The videos are also very successful, although, at least at the beginning, it is impossible not to think about their movie namesakes.

A great dubbing (it is worth playing in the original version with subtitles) mitigates this a bit and after a few hours we will have become completely used to Captain America not talking like Chris Evans.

Superb (and repetitive) gameplay

Marvel's Avengers has made the characters move like they would in a movie or a comic.

And not only that, but it has also achieved it by endowing each of them with their own personality, something basic in a title of these characteristics.

Thus, controlling Iron Man is a completely different experience than what it means to slap with an open hand (or, directly, brandishing the body of an enemy) with the Hulk.

Add to that a skill tree and gear system that adds a role-playing touch and makes the experience

much more customizable

.

What do we like more to throw Captain America's shield than peanuts at monkeys?

Well, we will choose special movements, chords and modifiers that go to game.

Are we more than sharing freedom based on the ankle in the windpipe?

No problem.

This, of course, has a negative aspect: it takes time.

Those expecting a game with the subtlety of a pan and blood sausage sandwich may be disappointed, although they may discover that there is life beyond cholesterol.

Mastering each Marvel's Avengers character takes time and is on the thumb.

Unfortunately, not everyone will have the necessary patience.

The game moves through very diverse and open scenarios, but in practice it all comes down to repeating missions to find equipment and level up.

It does not matter that the spaces are huge if there is nothing in between (or, rather, nothing relevant).

A somewhat anarchic camera doesn't help either.

Now, the feeling of dodging, blocking, and watching Mjölnir fly to land on an enemy's temple as Black Widow dispatches her colleagues to our side is hard to match.

And honestly, it takes longer than it would seem logical to get repetitive.

Avengers gather

The online mode is more of the same in every way.

The missions are similar, but with the possibility of assembling teams of up to four people.

Those who are fans of the Avengers and have the possibility of playing with the people with whom they have followed the saga will enjoy even a silly laugh.

Crystal Dynamics has promised constant updates with new characters and missions that should greatly extend the life of the game, at least as long as the gameplay itself does not bore us.

At the moment, several new heroes have arrived that increase the roster.

Another advantage of playing with colleagues is that they will hardly do worse than the characters controlled by the machine, unable, for example, to break a door that only they can destroy.

We all know someone who would not even know which button to press at first, but at least one person can be told what to do.

Just as Iron Man gave us a taste of what this universe could be in the movies, Marvel's Avengers seems destined to remind us that good superhero games can be made and that perhaps in the future, either through updates or sequels, it could be at the level of the incomparable Spider-Man of PS4.

Tony Stark took the first step in a career that ended years later in the most spectacular way possible.

If not, it would be remembered as just another entertaining movie.

The same will happen with the game: if it continues to improve (and Crystal Dynamics assures this will happen), it can become a weighty franchise.

For now, it's perfect for hanging out in the living room, maybe with the same friends who shared fights after homework, but without dolls.

From comics and cinema to the console

Bringing The Avengers to the video game world was not an easy task because the higher the expectations, the harder the fall is if they are not met.

Maybe that's why Crystal Dynamics was the right studio, as it was able to take a beloved franchise like Tomb Raider and bring it back to life after years of irrelevance with a total redesign that has now been three installments.

Scot Amos, the company's executive producer, knows this very well.



"It was a great challenge from the beginning," he explains in an interview for PIXEL.

"The world has just seen ten years of movies and has had 80 years of comics. So how do we put our stamp on? How do we make it look through our lens?"



"The first big challenge was to find our voice and the perspective that we wanted to add to a tapestry that has 80 years of history."

Hence, Kamala Khan, who had not appeared in the film universe, was chosen to take the reins.

"He has his own voice and his perspective aligns with that of the players," he acknowledges.



The second challenge was precisely their expectations, because "we were making a game that has six heroes and they all have to look different and feel different."

Thus, they strove to "make it look like the Iron Man game, the Thor game or the Black Widow game", but at the same time be theirs.



Here the experience acquired with Lara Croft came into play: "with Iron Man we did the same thing we do with Lara and the Tomb Raider", which in that case was to find challenges and dangers to suit them.

"We wanted Avengers-level hazards, not for a single hero, but requiring the entire team."



Part of this was seen in the first trailers and demos, but another part, the role of Kamala, was hidden, despite the fact that, according to the manager, since they began to develop the story they had Ms. Marvel in mind.

"We wanted to find a way to give it its focus."

In the end, as Amos sums up, they are "fans doing this for other fans."

According to the criteria of The Trust Project

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