MultiVersus Review

Multiversus

by Matt Kamen |
Published on

Platforms: Xbox Series X|S, Xbox One, PS5, PS4, PC

Nintendo's Super Smash Bros became the definitive example of the "platform fighter" when it debuted back in 1999, pitting the likes of Mario, The Legend of Zelda's Link, and Metroid's Samus Aran against each other in 2D brawls where the goal was to deal oodles of damage to opponents, then whack them clear out of the arena. In the decades since, it's expanded from a purely Nintendo-focused mash-up into a series that draws in guest characters from franchises as diverse as Final FantasyStreet Fighter, and Pac-Man.

Now, swap that line-up of video gaming's most recognisable figures for a cast drawn instead from Warner Bros' decades-deep catalogue of movies, TV, animation, and comic books, and drop them into a similar platform fighter mould. From DC's trinity of Superman, Batman, and Wonder Woman to Game Of Thrones' Arya Stark, Friday The 13th's Jason Voorhees, _Scooby-Doo's_meddling teenagers Shaggy and Velma, animated duos Tom And Jerry and Rick And Morty – and plenty more besides – there's a huge library of characters to draw on. Then, lock most of them away from players. That's MultiVersus.

Multiversus

After a successful beta launch in 2022, the full release of this free-to-play fighter arrives feeling threadbare, with most of its playable characters restricted and only a handful available on rotation for free play each week. Of course, developer Player First Games understandably needs to fund its ongoing development somehow, and in 2024, almost no player is a stranger to how free-to-play works – expect the usual array of paid seasonal battle passes and attention grabbing daily login bonuses to incentivise return and, hopefully, microtransaction purchases. Unfortunately, the efforts to monetise MultiVersus feel particularly egregious, and actively undermine what could otherwise be an enjoyable brawler.

It's not just that fighters are locked behind purchases – there are also daily and weekly challenges that are impossible to complete without certain characters (for example, during Empire's review period, one to "play as a Rick And Morty character ten times", when neither Rick nor Morty were on free rotation). Then there are no less than four in-game currencies, and while all are technically earnable through play, the grind to "earn" those currencies feels designed to send players reaching for their wallets instead.

No amount of fourth-wall breaking humour or clever references can detract from MultiVersus feeling like a soulless grind.

The approach means it's tough to get a feel for any one fighter you might like enough to buy for permanent use. That's a problem, since each fighter is pricey, typically costing either 3000 "Fighter" points or 1000 "Gleamium", which can be bought with real money. For some reason, the Joker is 6000 Fighter or 1250 Gleamium, hinting at even more expensive "premium" characters to come. Accruing enough of either currency through play alone is a slog (particularly Gleamium, which is only earned in rare drops of tiny amounts) so buying a favourite character from a show or film you like is a gamble – it's entirely possible to spend a week churning through repetitive missions to rack up enough currency, only to find you don't like how they play.

Multiversus

Problems with roster restrictions bleed over into MutiVersus' single-player modes, which attempt to string together a framing plot to justify the vast IP crossover of it all. These see the player battling through Voids, story paths that pit you against specific enemies or competing in a few bonus challenges, such as destroying targets, tower defence, or jumping rope. All fine diversions, except some branches of the Voids are entirely locked off unless you make in-game purchases. Some paths require specific characters to play them or, worse, specific skins for particular characters. Many skins can only be bought with Gleamium – again, choose between a time sink or hitting up your credit card. Conversely, some skins can be earned through play, but you can't use them until you unlock or buy the base character. At higher difficulties, players also have a limited number of lives to make it through Voids – run out and it's another Gleamium purchase to replenish them. It's hard not to feel like you're constantly being shaken down.

It's a real shame, as buried under all that, MultiVersus is a solid platform fighter. While it breaks from the Smash Bros formula in its multiplayer – here all team-based 1v1 or 2v2 online battles, with nothing yet approaching the delirious chaos of the latter's eight-player free-for-alls – its battle system blends simple, universal controls for every fighter with signature moves that reflect each individual's strengths and weaknesses.

It's also packed with fan-pleasing nods, from musical arrangements for each stage drawn from popular pieces of theme music to custom voice lines that seem tailored to almost any combination of characters. Pair Steven Universe with Wonder Woman, and you might hear the former remark on how it's cool they both use shields. Beat up Joker with Shaggy, and the Clown Prince of Crime will reluctantly note that he sees "why the dog keeps you around". Even among the mostly-banal writing of the Void modes, there are smart gags, such as a fight against Morty preceded by Batman being aghast that the Joker would "stoop so low as to recruit TEENAGERS", a wry dig at his own round of Robins over the years.

Unfortunately, no amount of fourth-wall breaking humour or clever references can detract from MultiVersus feeling like a soulless grind. After the failure of Suicide Squad: Kill the Justice League, in large part due to its onerous live service elements, it's a shame to see publisher Warner Bros doubling down on the approach here. While MultiVersus is a more charming game by far, it's ultimately ruined by its free-to-play structure.

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