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the former director of hearthstone made a mobile card game, which was criticized by chinese players

2024-09-06

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there is only half a month left before the launch of hearthstone in china. in order to attract old players to return, hearthstone has previously announced that it will give away all the cards that players missed in 2023 for free. there has also been a reservation event in the past two days, with cards, skins, and emoticons being given away.

but i don’t know how many people have noticed that as hearthstone is about to be released, netease suddenly launched a new strategy card battle mobile game marvel: ultimate reversal two days ago. i don’t know if it wants to take advantage of the opportunity to catch the popularity.

i’m not sure what everyone’s first impression of this game is. my first impression of it is: when did netease develop this game?

it seems that this game was not promoted much and was launched without any announcement. many of you who are reading this article may have just found out about it. . .

however, "marvel: ultimate reversal" cannot be called a new game in the strict sense. it was launched overseas in october 2022.

the developer of the game is second dinner. it doesn’t matter if you haven’t heard of the name of this small studio. you just need to know that the founder of the studio is ben brode, and this guy is a former employee of blizzard.

to be more precise, he was the game director of hearthstone, and many other employees in the studio also came from blizzard.

since the studio was officially founded in 2018, brode has only released one game, which is the above-mentioned "marvel: ultimate reversal".

needless to say, it can be seen that this was produced with the help of marvel ip.

the card characters are also old acquaintances of ours. spider-man, captain america, iron man and a host of other heroes appeared, which made old marvel fans ecstatic.

with the former hearthstone director and the marvel ip, the quality of the game seems to have been stabilized.

this seems to be true. before it was launched in china, "marvel: revenge" won numerous awards.

from ign to tga, from steam to gamespot, people everywhere praised it for its good performance.

let’s talk about the tga best mobile game award. the following people were competing against it at that time.

a person's reputation is like a tree's shadow. although "marvel: ultimate reversal" is a card game, its basic framework still makes people feel novel.

overall, the gameplay is simple, but simplicity does not mean it is without depth.

unlike other card games, "marvel: ultimate reversal" has a unique setting, which is terrain.

in each game, three types of terrain will appear randomly, and they will appear in turn in rounds 1, 2, and 3. there are points on the top and bottom of the terrain, representing the combat power of both sides in their respective terrains.

the outcome of the game is actually a comparison of the combat power of both sides on three terrains.

the one who gains combat advantage in two terrains is the winner. if both sides have the same points in one terrain as their opponent, they will have to compare the total points of the three terrains, and the one with the larger points wins.

it should be noted that the terrain in the game has special effects, which greatly affect the player's combat power. it will not work to just pick those high-combat power cards and play them up.

there are more than one hundred types of terrain that give the game a lot of strategic depth, enough for players to play the game forever.

in addition, card players may know that the pace of card games is very slow, and sometimes they have finished using the toilet before finishing a game of cards.

but these days, LOL players are playing fast-paced aram games, and card games must keep up with the times. the solution of marvel: ultimate reversal is to share the turn system.

many card games before were turn-based, meaning you play cards in turn and i play cards in turn. in the shared turn system, both parties play cards in the same turn and open their cards at the same time after the turn.

a game like this only has six rounds, which seems to save a lot of time.

however, although both parties share a round, there is still a sequence for opening cards, and the party with the advantage always opens cards first.

look at the id boxes under the portraits of both sides. whoever has a glowing box edge is the one with the advantage of opening the cards first. or look at who occupies more terrain, which one is the advantage.

experienced card players should be able to see that sometimes putting oneself at a disadvantage is also a strategy.

because the functions and combat effectiveness of the cards that can be put into play will usually be stronger as the rounds progress. if you show weakness in the early stage to trick your opponent into using his cards, you can then take the opportunity to play strong cards in the later stage, such as iron man, which can double the total combat effectiveness of the current terrain. this may lead to direct victory.

in addition, there are many interesting cards in the game, and various tactics can be formulated through the game mechanism, which are not listed here one by one.

however, in xiaofa's opinion, the smartest thing about "marvel: ultimate reversal" is its understanding of mobile devices.

in layman's terms, this game is played in vertical mode.

vertical screen games are indeed nothing new, but friends who often play horizontal and vertical screen mobile games should be able to feel that the vertical screen allows you to open the game at any time, while the horizontal screen, which is more suitable for two-handed operation, is a bit uncomfortable to play in outdoor and crowded situations such as subways and travel.

the combination of the vertical screen and the fast-paced gameplay of "marvel: ultimate reversal" makes it convenient for players to play a game anytime and anywhere. for example, if they get on or off a car or someone suddenly comes to find them, there will be basically no delay.

but having said so much, what players may be most concerned about is whether this game requires pay-to-win or not.

in fact, this is not a problem. there are only a few mobile games in the world that do not require in-app purchases. the same is true for marvel: ultimate reversal. as a mobile card game, if you want to play it to your heart's content, you have to spend money.

in the game, the main krypton gold content can actually be divided into two categories, namely cards and resources.

currently in "marvel: ultimate reversal", card packs are not sold. if you want to get new cards, you need to continuously unlock passes or increase your collection level.

unlocking passes is not difficult to understand. improving collection levels can be simply understood as each time you upgrade your cards, you will gain corresponding "collection level experience". when the experience is enough to upgrade your collection level, you will unlock some things including cards.

but no matter which one it is, you have to pay something.

to get new cards, you have two options.

first, if you have enough time to play, the pass will be unlocked gradually. and playing a game can save some enhancement factors for upgrading cards. the more cards you upgrade, the higher the collection level will be, and new cards will be available.

second, krypton gold.

you can buy card faces, card backs, avatars, titles, enhanced resources and other content by charging money, which can allow you to skip the unpleasant time of grinding. of course, if you become red-hot due to technical problems, there is nothing you can do about it.

to be honest, the current level of krypton gold seems okay, probably because the game has just been launched and the intensity has not yet been increased.

so the question is, such a seemingly awesome game must have a very good reputation among players.

however, the steam version only has a 42% favorable review rate. everyone thought it was going to be a big success, but it turned out to be a big failure.

maybe some people think that steam players are too strict, so why not take a look at the player reviews on mobile devices?

in apple's app store, it scored 3.3 points; in taptap, it scored 6.9 points.

why did this game win so many awards but have such a low rating? some of you may have guessed it. that’s right, for such a big game that has just been released on the national server, the benefits are too good.

i don't ask you to do dozens or hundreds of draws like eryou, but you can't just skin people every week.

just call your brothers and sisters over, it’s just a simple thing.

as for the in-app-purchase card games, you know, you can’t play them without spending money.

this is not a problem. the problem is that compared to the international server, the things in the mall are not that good.

so why would players spend similar amounts of money on worse virtual items?

in addition, players also complained about frequent bugs, unmatched errors, harmonized screens, incompatibility of data with the steam version, and difficulty in obtaining in-game resources.

with all these things mixed together, it would be abnormal if the game rating did not plummet.

netease doesn't seem to be that serious about it. on ios, the popularity of the game is basically on a steady decline. i don't know if they are afraid of the game and have lost confidence in it.

to be honest, "marvel: ultimate comeback" is not that bad. people criticize it, but most of the criticism is about the benefits and mall-related issues. the basic structure of the game is actually still very good.

what can we do? if we have yu, why do we have liang? it’s not that “marvel: ultimate revenge” is bad, it’s that other games are better than it.

not to mention "hearthstone", netease also represents a card game called "shadowverse". this "niche" game can lift and hammer "marvel: counterattack".

some people may say that shadowverse is not good in this or that aspect, but when it comes to giving benefits, all the gaming geeks will give it a thumbs up.

there are so many benefits in the game that you don’t even know what to do after you spend money. some of the linkages exclusive to the chinese server make players on the international server drool.

people describe it like this: netease's conscience is worth only one stone, shadowverse alone accounts for 16 dou, and other netease games owe shadowverse 6 dou.

the card game circle is so small and there are so few players. other games attract players by their own skills. what makes "marvel: ultimate reversal" attract players?

no one knows what the final ending of this game will be, but its current performance does not seem like it can bring commercial benefits to netease or attract new users to the card game.

apart from operating it well, we can only treat it coldly for the time being. i hope that after a period of time, it will be able to stand out in front of new players.