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Marvel Rivals review - snackable team brawler lacks attention to the little details


Eurogamer's review of Marvel Rivals, a perfectly functional but not hugely enjoyable team battler that stumbles when it comes to the finer details.

Two teams of six heroes slog it out over the usual array of objectives: take and hold a central capture zone until a progress bar hits 100 percent; or escort a payload through three checkpoints to an endzone; best of three rounds wins. Coupled with the fact there are just too many heroes at launch - several dozen, some of which are present in every game and some that are almost never, ever seen - each of whom has multiple layers of extraneous abilities, passives, and dedicated resources stacking on top of each other - and that the combat itself, another casualty of strangely lightweight animation and sound, feels weirdly flimsy and rudimental - and the battles themselves just turn to a kind of relentless, swirling, cel-shaded soup. And Blizzard's purity of thought, its crystal clear characterisation (Widowmaker and Solder 76, for instance, strangely feel more perfect assassin and guy-with-gun archetypes than Black Widow or Punisher ever could here), its broader brush strokes and smaller roster stand out all the clearer.

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