![]() ![]() This imbalance is understandable to a point after all if you have paid for a more powerful character the last thing you want is to be beaten online by a “weaker” opponent. Certainly this could make up the difference of a single level pitting one of my "Mystic" champions against someone with the power "Cosmic", but it was still near impossible to beat someone two levels higher. More annoyingly, my opponents just seemed to be mashing on the screen with no apparent strategy, yet still pounding my trio into submission.Įven when making effective use of the elemental system I struggled. My level 10 squad of a one-star Gamora and Wolverine, and a two-star Juggernaut was constantly beaten by level 12 fighters. Throwing myself against this multiplayer difficulty wall, I was regularly frustrated. Even with the battles tiered, going up against another player a level or two above you is near impossible, no matter how well you play. However, playing online against a stronger opponent often just feels like the deck is stacked against you. The bigger they are, the harder they hit you ![]() Some routes are harder but yield better rewards (including additional fighters) and, even when you don't make it to the end, you will gain experience. Along the way you can choose from various branching paths, battling everyone you meet to achieve your goal. In the campaign mode this doesn’t cause a problem, as all it really translates to is sending in your most powerful champions. Similarly, the binding of special moves to a single on-screen button further dials back on the skill, meaning unleashing powerful attacks is just a matter of waiting for them to charge instead of being tied to a player’s talents. The omission of any real movement control (other than a quick dodge) removes many of the genre's deeper strategies. ![]() That is not to say that Marvel Contest of Champions is a completely rounded fighting experience. ![]()
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