Just a year ago the vision of what David Brevik, original founder of Blizzard North, wanted to have been Diablo III was reflected in a mediocre ‘free to play’ set in the Marvel universe. The rush and a business model too aggressive for the end user prevented
Marvel Heroes from enjoying the popularity and success that Gazillion and Marvel expected for the game. But a project of similar magnitude (with a collaboration agreement between both companies of more than 10 years) could not be forgotten at the first time
due to a failed launch, so during the last year the Gazillion team has worked as real titans to prepare a re-launch of the game under the title Marvel Heroes 2015 that, now, It fulfilled the expectations that had been generated by the ARPG of the creators of the Diablo saga. And hey, they have.
One of the first decisions that were made in the face of this Marvel Heroes 2015 was the total redesign of the original template of heroes, improving their development, expanding the range of skills ‘builds’ different and differentiating them with each other.
The clearest example is found in Iron-Man, a character that was soporific to play when launched, and one of the most popular heroes and loved by players since he received his ‘rework’. Each character has three skill branches, which can be acquired or improved
with the points obtained when leveling. Both the new heroes and those who have already received their ‘rework’ present several viable builds depending on what style of game we prefer.
For example, Emma Frostcan specialize in increasing the damage of their mental powers, strengthen their control skills, perfect their techniques of melee in their diamond form, or be a hybrid of all those styles. The same goes for Psylocke, who can either play her as a deadly ninja or as a devastating sorceress thanks to her psychic power. Gazillion launches a new
hero a month (more or less) and has practically finished with the task of updating the old characters, so that at this time Marvel Heroes has a staff of more than 40 characters, practically all viable for the content ‘end-game’ and well differentiated from each other. It should be noted the fidelity of the skills with what you saw for decades in the ‘lore’ of the Marvel universe: before launching a new hero,
One of the aspects that we like most about Marvel Heroes 2015 is its ‘loot’ system. In addition to enhancing some of our main features, the best items in the game also increase the level of certain skills, which practically forces us to experiment with new builds to get the most out of the team we are finding. The inclusion of new items such as relics, artifacts, rings, runes or badges, in addition
to the classic ‘slots’ for the suit and weapons of each hero, open the doors to a host of different combinations with which customize our character A pity that the ‘loot’ is not reflected in the graphic aspect of the heroes, and to alter it is mandatory to go through the box. But do not be scared, that Marvel Heroes 2015 is not a ‘
Another problem that has been appeased with this version of the game is the business model. Although a year ago we were almost forced to go through the box to play with new heroes, now we have implemented a system that allows us to unlock them as we play.
From time to time the enemies will throw an object called ‘Eternity Splinter’. By accumulating several of these objects, we can unlock any hero in the template. So, with a system similar to the one that MOBA’s follow like League of Legends or Smite, you just have to
play with our heroes to get a new one. The game store, then, has remained as a source of alternative costumes and different benefits for the player (experience bonus, additional space in the bank) that do not alter the power of the characters in any way.