WB Games and Player First Games (PFG) are about to relaunch MultiVersus (MVS) soon, bringing back one of the most exciting “platform fighters” in recent memory. The situation surrounding the open beta period was full of confusing messages and technical issues that led to frustration among fans, to say the least. But there’s no denying that the community has developed a solid foundation and real enthusiasm for the game from day one. And there’s a lot more to come with the release of 1.0 on May 28, 2024 MultiVersus than just the return of online gaming and microtransactions.
As a refresher, check out the first announcement (new announcement?) above. From there, let’s go over everything we learned MultiVersus 1.0, from details on gameplay adjustments to netcode to newer characters.
Netcode changes
MultiVersus There were various types of technical issues (and, it must be acknowledged, the team’s ongoing efforts to fix them), but nothing is more important in fighting games than netcode. To that end, PFG has a developer blog that tells all about what’s going on MVS‘ Netcode. Here are the basics:
- Rollback! Everyone loves rollback.
- The rollback code is “bespoke” and other aspects of the game had to be adjusted accordingly
- Rollback enables more comprehensive matchmaking that was previously limited by latency
The full blog post with details of previous editions and jokes at Shaggy’s expense can be found here Read here.
Gameplay changes
As players who have been here since day one can attest, many changes have been made MultiVersus under the hood during open beta. Since then, even more changes have been made in the hope that the game will feel more polished, balanced, and overall more complete at launch. Fingers crossed! Here are some of the team’s confirmed changes so far:
- Unreal 5!
- Character models are larger (see images above). Blast zones in stages have been adjusted accordingly.
- The camera movement is more “dynamic,” which primarily means that it will zoom in/out and even pan as needed to clearly show the action
- New animations and sound effects have been added to better illustrate what “state” characters are in. This seems to be an attempt to better communicate things like hit stun/confirmation. See it in action here!
- Changes to character kits have been implemented, ranging from equipping Open Beta characters with brand new moves to significant changes to previous moves to make them more viable.
- Armor has been optimized and now uses some defense meter. Additionally, more armor-piercing or multi-hit moves have been added to the roster. New armor benefits and limitations are also confirmed.
- The stages will have casual and competitive variations, rather than simply switching hazards on and off.
- Benefits have been updated; No details yet, but it was confirmed that players will “always have access to at least one full set.”
New features!
Parrying is now the order of the day! This feature was implemented after the team determined that neutral dodge was too weak. When used correctly, this new defensive option allows players to recover faster than their attacker, resulting in a high risk/reward situation. Parries also break armor and attract characters from a distance (how far is not yet clear). Projectiles can be parried and even reflected with the Air Clear perk.
A new dash attack has been implemented to give characters a little more flexibility and space control. Here is a short clip as an example of Iron Giant doing a cool elbow drop.
The first release date trailer confirmed that a new PvE mode will be available at launch, which will include “additional gameplay options with unique rewards.” An arcade mode was previously introduced during the open beta, but it was kept fairly simple. That definitely sounds different.
Gameplay changes and new features have either been confirmed in this “Combat Refactor” blog postor a current question and answer session with some developers officially MultiVersus Discord server.