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Showing posts with label Open Beta. Show all posts
Showing posts with label Open Beta. Show all posts

FIRST IMPRESSIONS -- Marvel's Avengers (Open PlayStation 4 Beta)



I played the beta exclusively on PlayStation 4 over the past weekend (Aug. 14-16), so I can't comment on regard how the game performs on PC nor Xbox One. I spent the most time in matchmaking/War Table missions with Hulk and Ironman the most out of the four available heroes - Ms. Marvel (Kamala Khan), Black Widow, Ironman, and The Incredible Hulk. Thor and Captain America were briefly playable during the introduction/tutorial sequence that kicked off the beta.

There will be a final open beta session from August 21-23rd for those who wish to try the game out for themselves in this last go-round before the game drops next month on September 4th.





The beta allows players to play the A-Day event that kicks off the events of the main narrative in the campaign. This level serves as a tutorial and formal introduction to how each of the heroes play and their distinct powers and playstyles. This mission is capped off with that boss fight with players in control of Black Widow in pursuit of Taskmaster.

Ironman can hover above battlefields and rain fire down from a distance with his unique combination of repulsors, lasers, and rockets. If that's not enough, he can summon the Hulkbuster armor to deal even more damage. Thor can deal massive damage with each swing of Mjolnir and summon it back and forth as if you're controlling Kratos from the God of War (PS4) game. Captain America excels at hand-to-hand combat, which was highly reminiscent of his gameplay in the Captain America: First Avenger movie tie-in game, Captain America: Super Soldier. Black Widow and Ms. Marvel have their own unique takes on close-range combat as well. Widow utilizes her speed for devastating hit and run attacks with her grapples and melee attacks when situations get too close for comfort. According to some players, she's being regarded as the most broken character in the game currently. Ms. Marvel on the other hand is a combo powerhouse with her "embiggened" limbs dealing massive damage. She can also grow in stature as well. Last but not least, the Hulk is slow, but can easily demolish everything in his way with his raw destructive power. He can grab enemies and use them as weapons against their allies, along with picking up pieces of rubble and hurling them like projectiles.




After the events of A-Day play out, the beta fast forwards a bit into the game's narrative where Kamala Khan joins Dr. Bruce Banner in investigating one of Tony Stark's safe houses in hopes of finding the means of locating him. Kamala's powers were awakened by the Terrigen Mists that she was exposed to during A-Day, so players are able to take her out for a ride throughout the course of this story mission. Kamala acts as the eyes of the audience, much like Jubilee did in X-Men: The Animated Series.



Kamala Khan/Ms. Marvel is voiced by Sandra Saad, even though I thought most of her lines sounded like she was doing an impression of Ashley Johnson - at least that's how it comes off with her material in this beta. I'm more surprised that they didn't go with Kathreen Khavari, who voiced the character in just about every Marvel medium to date, especially when she's no stranger to working with some of the voice acting talents of the few cast members reprising their roles from Avengers Assemble - Laura Bailey (Black Widow) and Travis Willingham (Thor).

Newcomers include but not limited to Jeff Schine (replacing Roger Craig Smith's Captain America from Avengers Assemble), Nolan North (replacing Adrian Pasdar's Ironman from Avengers Assemble), Troy Baker (replacing Kevin Shinick & Jesse Burch's Bruce Banner from Avengers Assemble), Darin De Paul (replacing Fred Tatasciore's Hulk from Avengers Assemble), and Edmund Kingsley (replacing David Kaye's J.A.R.V.I.S from Avengers Assemble). I thought I heard Jennifer Hale as SHIELD Director Maria Hill too, but I could be mistaken.




The mission to find and search for J.A.R.V.I.S. in Stark's safe house turns into a battle against A.I.M. (Advanced Idea Mechanics, who have been pegged as the primary antagonists for this game by the developers) who have overrun the area, looking for any clues to find Tony Stark/Ironman as well. From here, you play the first part of the mission as Hulk as you destroy everything in your way to get inside first before A.I.M. After things turn for the worse, you find yourself in control of Kamala as she's pulling switches to find her way into the inner confines of the safe house until she is able to find J.A.R.V.I.S.' original hard drive among Stark's archived Avengers memorabilia.



After this, Kamala is confronted by the Abomination, where control switches back to the Hulk for a boss battle. This wasn't hard by any means as the six generators in the room deal massive damage to him and stun him long enough for Hulk to get a few attacks in. Hulk repeats this several times in succession before defeating him. Once Abomination is defeated, Kamala accesses some footage from A.I.M scientists who have somehow uncovered the means to reverse the widespread mutations that were caused by the events of A-Day.

It's obvious that the Inhumans are going to have a heavy emphasis in this narrative given the fact that a Terrigen Mist bomb was the "cataclysmic" event tied to the A-Day tragedy. With that being the focal point or rather subject manner for this game, I can easily see why they went with Ms. Marvel/Kamala Khan as the "main character" in a sense, instead of the "political statement" that people were quick to jump to conclusions about. Whether people realize it or not, but Ms. Marvel has been a VERY popular character since her introduction into the comics continuity in 2013. Same goes for Miles Morales/Spider-Man back in 2011. Kamala and Miles tend to get shoehorned into the "forced" diversity that Marvel Comics was criticized for during their All-New, All-Different Marvel Comics reboot/rebranding from 2015-2019, but those characters were proven to be successes without being tied to that rebranding. I'm actually glad to see these newer heroes getting the spotlight for once.

Before he is fully operational, J.A.R.V.I.S wants Hulk and Kamala to investigate one of the SHIELD installations to get some more components for he can properly access the global network and possibly locate Tony Stark. At this point, you can roam around the Avengers' make-shift base of operations out of the safehouse. Each of the Avengers have their own quarters, with players only being able to access Hulk/Dr. Banner's room and the make-shift room that Kamala claims as her own. When you're ready to undertake missions, you can go to the War Table and access the panel where you find a wealth of missions and tasks to undertake.

It was at the point of the beta where it feels a little daunting at everything that's going on. It's a little much to take in at once as the beta gives you little to no explanation of what all of this means once you gain access to the War Table.


Don't be fooled but all of those pretty gadgets don't change a darn thing about your hero's individual appearance. 


Some missions reward your heroes with better gear. Others reward you with collectible comic while some reward you with a rare artifact that boosts your heroes' skills and abilities. But there's one thing consistent about these War Table missions across the board. They are ALL bland and boring. Nothing but slogging through uninteresting environments, beating up a few bad guys, combing over even more boring environments in hope of finding chests to get new gear from, otherwise you're not getting much in terms of drops from enemies. I couldn't see myself holding any interest in this game long enough to grind for "legendary" gear, even though I was rewarded with "epic" gear from one of the Hulk-themed character missions.

Character management is done through menus in and out of missions where you customize stat-increasing gear and cycle through the available options on your designated hero's skill tree. Since this is beta access, you are unable to access the full scope of your hero's skill tree, but invest in one portion of the tree at a time. I'm guessing that this will change with the full retail release for next month as a lot of these skill trees reminded me much like those found in Borderlands or Marvel Ultimate Alliance. Speaking of Marvel Ultimate Alliance, that's exactly what the gear system reminds me of. The only difference seems to be that gear can be "boosted" depending on how much resources you have available from accumulation from completing missions, opening hidden chests, and smashing stuff in the environment across the various locales. The biggest disappointment about this gear/loot system is that the gear doesn't change how your heroes look visually. It's nothing like Injustice 2's gear system where you wanted to complete your next match in hopes of seeing what new gear you could unlock to customize your heroes and villains to your liking. In this game, the gear is merely there for boosting your stats. Nothing more. That's pretty underwhelming if it wasn't boring enough that very few of the available missions provided any gear to unlock.


Upon loading up the beta for the first time, all players have about 3450 points to spend on in-game cosmetics to change your nameplates, hero outfits, or your emotes to use in matchmaking during co-op missions. 


If what was locked in the menus are any signs of what will be available in the retail release, I can't say that I'm overly enthusiastic about the hero skins that can be earned throughout various means. For those who don't know, every playable hero has multiple alternate costumes/skins that change their appearance of how they look when you are using them in combat. Everything that I have seen in the beta for the four main heroes that were playable (Hulk, Ironman, Black Widow, and Ms. Marvel) doesn't look good at all. It's not that the costume choices are bad. It's that the in-game character models still don't look good to me. I didn't like the character designs for this game back when it was announced at E3 last year and I STILL don't like the designs now. To be fair, there's moments in the cinematic cutscenes and story missions where I don't have a problem with how these characters look, especially on current-gen hardware's visuals, but holy fuck does this game look like something on the tail end of something on PS2/vanilla Xbox or last-generation consoles when things really get chaotic onscreen.

After you complete one more go-fer mission for J.A.R.V.I.S. for his systems to be fully operational, that's when he introduces Kamala to the H.A.R.M. challenge rooms. In these missions, Kamala can step into the shoes of any Avenger and battle against waves of enemies as the player familiarizes themselves with each hero's skills and unique abilities. Completing all of these challenges unlocks a bonus item for use in Fortnite for your participation in this beta.




There's character banners/titles to unlock from character usage/progression as well, but out of the weekend that I played the game, I only managed to level Hulk to level 13 (out of a maximum of 15, but gear can be leveled up to a max of 45 power in this beta) while only leveling Ironman to level 7. These rooms are a blast with a full group of human players controlling the available heroes, but much like a lot of things in this game, it gets pretty old quick. I'm not faulting that aspect on the developers but just in general that games like this tend to get very redundant, especially these looter-shooters or gear-grind games like this, where it's stomp the floor with a group/room of enemies then rinse and repeat. It was redundant in Borderlands and other shooters like that and it was VERY redundant in the Marvel Ultimate Alliance/X-Men Legends series too.




I have seen a lot of people describe the combat as "button-masher friendly" but I want to clarify something. I don't know what drugs those folks were smoking but you will get stomped royally if you're merely mashing buttons, especially during the prologue/A-Day section. There's a method to the madness so to speak in the combat. Some enemies have shields that must be either maneuvered around or broken through with the sheer force of special skills/abilities or by charging up heavy attacks by holding the corresponding button. Other enemies have an indicator to allow you to know that you can either parry or dodge their attacks with a precise input of that corresponding button. This is where the problem lies in my honest opinion.

Some characters are designed very well to take on these particular opponents while others will face some sort of shortcoming of doing this consistently. The vault-over mechanic is extremely flawed when your lock-on targeting indicator barely even registers long enough to even execute this maneuver. There would be times that you would trigger your characters' abilities and they wouldn't connect at all or would play out on invisible enemies while your allies are pummeling the actual enemy. Dodging (excellent with some characters but completely nonexistent with others) and parrying attacks was a complete mess when playing with other human players as the timing would get muddled up with inconsistent frame rate during the more hectic battles with everything going onscreen. When combat actually worked well, it was a thing of beauty. It wasn't on par with some of the over-the-top craziness found in the Devil May Cry games or anything from Platinum Games' vein of action games, but there's a lot of potential for combos to really get ridiculous, especially with human-controlled heroes working together. That was something I loved about Marvel Ultimate Alliance/X-Men Legends games when each of the human-controlled heroes would bring their unique powers and abilities together for devastating effects. At times it was truly chaotic because my teammates and I would be more caught up in creating the most insane combination of attacks rather than worrying about anything else. Acquiring gear and/or alternate costumes/skins came secondary to the fun that aspect of gameplay provided.

(Laughs) I have friends who complain about the grind for weapons and armor in Monster Hunter World being a slog, but you haven't seen shit until you've grinded for gear in this game. At least Monster Hunter World's battles are downright fun and interesting with different ways to approach them. This is just the same shit over and over again with lackluster objectives.




The last thing I'm going to touch on are the visuals for this game. There's moments where this game looks absolutely amazing in cutscenes during the story missions as you are watching conversations and action sequences/set pieces play out, but there's others where this game looks like something from two or even sometimes, THREE console generations ago during gameplay. I have a love-hate relationship with a lot of the character designs in this game too. I get that they wanted to distance themselves from the traditional Marvel Cinematic Universe looks of these iconic characters, but at the same time, I know that they have DECADES of material to pull from in the source medium to be inspired by instead of creating some very cheap-looking costumes and character models that come across more as actors COSPLAYING as the Avengers rather than the actual Avengers.




I'm sure that's going to be the excuse the developers will go with, but you can't look at models like Hulk/Bruce Banner and Black Widow and not tell me that they look spot on to their Marvel Cinematic Universe counterparts if someone was doing a poorly made cosplay of those characters. I can't give the visuals a pass in terms of environments either. So many stale, lifeless corridors and cramped up rooms to do battle in. You have to be kidding me that they couldn't come up with some better locales, especially given the subject manner of this game.


You're going to see this loading screen a LOT during gameplay.

Closing Thoughts


After spending the weekend playing this, I was more interested and optimistic about the actual narrative than anything to do with the multiplayer mission format. If Crystal Dynamics thinks that they can keep players engaged for several years with that type of content in the current form that it stands then they must be delusional at this stage. With the actual retail release date right around the corner, I doubt much is going to change despite the complaints and player feedback. Playing this beta pretty much confirmed my thoughts and predictions from my first reactions to the trailers for this game, the story will be worth a look, but everything else leaves much to be desired. It's a darn shame too as there's some good ideas in terms of aspects of the combat gameplay, but everything else about this game outside of the narrative feels like a complete afterthought with the idea that this game will be sold solely off the Avengers marketing label.

(Laughs) Just ask some of the Marvel Netflix TV shows (namely Iron Fist Season 1 and The Defenders) and The Inhumans TV mini-series, you can have the Marvel label attached to your property and people call it out for its bullshit. This is no different.

I will say this much though. Playing this beta made me really happy to know that I don't have to put a dime down onto this game anytime soon. With the way that it's looking right now, this could easily be the 2020 version of Anthem's release all over again.

PREVIEW -- Monster Hunter World: Iceborne - Velkhana (Beta) & Zinogre Trailers





The Iceborne beta kicks off first on PS4 on August 30 and runs through September 1. The beta will then come to Xbox One on September 2 and run through September 4. You can see the times for each session below. If you're interested in trying it out, you're able to download the beta client now from the PlayStation Store and Microsoft Store.

PS4 Beta
Start: August 30 at 12:01 AM PT
End: September 1 at 11:59 PM PT

Xbox One Beta
Start: September 2 at 12:01 AM PT
End: September 4 at 11:59 PM PT


The new beta includes all three monsters that were available to hunt in previous sessions--Great Jagras (beginner), Banbaro (intermediate) and Tigrex (expert)--as well as a new quest to hunt Velkhana, Iceborne's cover monster, for the first time. Additionally, players will be able to try out all 14 different types of weapons in the game as well as some of Iceborne's new tools, such as the Clutch Claw.

The first time you complete each quest in the beta, you'll receive a special commendation pack for the full version of Iceborne. These packs include an assortment of consumables that will help you out while exploring Hoarfrost Reach, the new arctic region that serves as the expansion's setting.






If this final trailer for the expansion's release doesn't get you excited for the launch on Sept. 6th, then I don't know what will. Zinogre has been highly requested by veteran players of the series and while I'm still a newbie to the series with World being my first Monster Hunter title, I can see why the veterans are excited. This expansion is looking to have MUCH more content than the base game did and that's a great thing.

FIRST IMPRESSIONS -- Monster Hunter World (Open Beta)


Battle gigantic monsters in epic locales.

As a hunter, you'll take on quests to hunt monsters in a variety of habitats.
Take down these monsters and receive materials that you can use to create stronger weapons and armor in order to hunt even more dangerous monsters.

In Monster Hunter: World, the latest installment in the series, you can enjoy the ultimate hunting experience, using everything at your disposal to hunt monsters in a new world teeming with surprises and excitement.

Capcom recently held two separate beta testing events, exclusive to players on PlayStation 4.

GENERAL INFORMATION



Beta Version Download
Download available from Monday, December 18

Note:
- The download schedule is subject to change.

- No additional download is necessary for players who have already saved the Monster Hunter: World Beta to their system storage during the first beta.

Main Contents

Single Player
Play online single player by departing alone on any of the quests.

You must be online even when playing single player.

Multiplayer
Participate in multiplayer with players from around the world.

You also have the option during quest creation to set a language filter, which will match you only with players with the same language as you.
Certain online features will be unavailable in the beta, such as the ability to join quests midway through, Guild Cards, removing other players from a quest, and friend invites (these features will be available in the full retail version).

Three Different Quests
"Great Devourer, Great Jagras"
Great Jagras Hunt
Locale: Ancient Forest
"Wildspire Rampage"
Barroth Hunt
Locale: Wildspire Waste
"The Ancient Forest Menace"
Anjanath Hunt
Locale: Ancient Forest


Character Creation and Naming
You will be able to choose from six different presets each for male and female hunters, as well as six presets for your Palico, and give them each a name of your choosing. (The full retail version will feature much deeper customization features!)

Voice and Text Chat
Training Area
Test out any of the 14 different weapon types in a private training space!

Available Languages:
Voice: English, French, German, Italian, Japanese, Monster Hunter Language, Spanish

Text: English, French, German, Italian, Japanese, Spanish

Participation Bonuses
You can get special bonuses for participating in the beta!

Face Paint
Completing any of the three quests featured in the beta will earn you one Face Paint to customize your character with in the full retail version.

Item Sets
Completing each of the three quests for the first time will earn you item sets you can use in the full retail version. Items include lifepowder, max potions, shock traps, and lots more that will help you out on the hunt!

Important Notes About This Beta:
The beta schedule is subject to change or cancellation without notice.
This beta is online only. An internet connection is required to participate.
Data will not be saved. Once the application is closed, your character's name, appearance, equipment, and all other settings will be reset to default.
Quest completion data will be saved to the server.
To claim participation bonuses in the full retail version, you must be logged into the same Sony Entertainment Network (SEN) account that was used at the time the quests were completed in the beta.

The full retail version of Monster Hunter: World will require a PS Plus membership to enjoy online multiplayer.
Size: 5.5 GB.
Trophies are not available.
Customer Support will not be available for the beta.


CONTROLS




1. Button: L2 button
2. Button: L1 button
3. Button: directional buttons
4. Button: left stick
5. Button: L3 button
6. Button: touch pad button
7. Button: OPTIONS button
8. Button: R2 button
9. Button: R1 button
10. Button: △ button
11. Button: □ button
12. Button: ○ button
13. Button: × button
14. Button: right stick
15. Button: R3 button

This is the button layout for the DUALSHOCK®4 wireless controller.

All of the controls on this page refer to the game's default control settings. Certain controls can be adjusted by accessing Options Button: Start Menu > System > Options.

Controls in the Field

The actions you can perform differ depending on whether you have your weapon readied (drawn) or have your weapon put away (sheathed).

Readying and Sheathing Weapons
R2 Button or △ Button:
Draw your weapon (when your weapon is sheathed)
- You can attack with your weapon when it is drawn.
- Pressing Button to draw your weapon will result in a unique attack or action depending on the weapon.

□ Button or R1 Button:
Sheathe your weapon (when your weapon is drawn)
- You can gather materials or carve monsters when your weapon is sheathed.
- Certain actions and staying idle will also automatically sheathe your weapon.

Changing Controls and Interface
Confirm and Cancel Button Controls
× Button: Confirm
- Confirm actions, menu selections, etc.
- Speak to other characters
- Use facilities, interact with objects

○ Button: Cancel
- Cancel menu selections, etc.

Basic Movement Controls
Left Stick
- Move character

L3 Button + R1 Button:
- Dash (weapon sheathed)

Note:
- You can also press L3 Button once with Left Stick to dash.

Right Stick
- Move camera

D-Pad
- Menu item selection

Left/Right D-Pad:
- Select an item to use

□ Button
- Use item (weapon sheathed)

○ Button
- Gather/Carve (weapon sheathed)
- Perform action (weapon sheathed)

× Button
- Crouch (weapon sheathed)

Left Stick + × Button:
- Dodge
- Jump (from ledges)

L1 Button
- Reset camera

Hold L1 Button:
- Display health/stamina
- Enlarge minimap
- Display radial menu
- With radial menu displayed, use shortcut with Right Stick

L1 Button + ○ Button/× Button:
- Select item

L2 Button
- Display slinger aiming reticle (weapon sheathed)
- Use Right Stick to aim.

Hold L2 Button and press R2 Button:
- Use slinger (weapon sheathed)

Note:
- The slinger can be used with your weapon drawn when using the sword & shield.

R3 Button
- Toggle focus camera

Option Button
- Open the start menu

Touchpad Button
- Wildlife map

Hold Touchpad Button:
- Display chat window

Close-Range Weapon Controls
△ Button
- Normal attack (weapon drawn)

○ Button
- Special attack (weapon drawn)

R2 Button
- Guard or unique weapon action

Ranged Weapon Controls
D-Pad Up / D-Pad Down
- Select phial/ammo

Hold L2 Button
- Display weapon aiming reticle (weapon drawn)
Use Right Stick to aim.

R2 Button
Shoot/Fire
Note: Weapon must be drawn when using a bowgun.

- Hold L2 Button, use Right Stick to aim, then fire with R2 Button.

△ Button
Using a Bowgun:
- Reload

Using a Bow:
- Use/Remove coating (weapon drawn)

○ Button
Light Bowgun:
- Special attack (weapon drawn)

Heavy Bowgun:
- Load/Remove special ammo (weapon drawn)

Bow:
- Special attack (weapon drawn)

Controls when Mounting Monsters
Hitting a large monster with a jumping attack gives you a chance to mount it. Once mounted, you can attack it for as long as you stay held on.

When you're mounted, the border around your minimap will light up with different colors to indicate what actions the monster will do in its attempt to knock you off. Watch its movements and your minimap carefully to know when it's safe to attack.

You will slowly lose stamina as you continue to ride a monster. You'll be thrown off the monster if your stamina runs out, so keep an eye on your stamina gauge!


More information on the ins and outs of the game can be found here.

MY THOUGHTS


I participated in both the first beta that was limited to PlayStation Plus users as well as the recent one that was open to everyone on PlayStation Network with or without a PlayStation Plus account over the holiday weekend. In terms of content, both sessions were about the same, with the second offering a few new "rare" spawns in terms of monsters, but the elite hunts were the same with Diablos and Rathalos serving to be the creme of the crop in terms of what players could face for the greatest challenge in this beta test of the game.



As a newcomer to this series, I thought it was a pretty good crash course to this game. After the first few hunts, I felt like I had the hang of things and was learning stuff on my own the more I played the game. The in-game Training Area was a welcome asset during this beta to try out the various weapons before getting thrown in the thick of the action without any prior experience. This allowed newcomers to get a feel of what works best for their particular playstyles. I wanted to try out the firearms more in single player, but I was more inclined to use Greatsword and Hammer type weapons mainly for the high physical damage output. To say that these games have been around for so long and have accrued such a niche audience/following, I'm surprised their fanbase haven't asked for the ability to be able to swap between two weapons, but I guess that would be a bit too much to ask.

I didn't mind that just about everything in this game from wielding your weapons, dodging/evading, and even moving your character around revolved around stamina management, but I felt that the process between inputting an action via the controller to your character actually executing it could be sped up a bit. This can truly be felt when trying to use healing items or just items period, especially when monsters get really aggo (read: aggressive) when they have even the slightest inclination that you have the intent of healing yourself. I get that's the kind of Dark Souls-level developer bullshit that some gamers get off to as a "challenge" nowadays, but I've been gaming for long enough (25+ years) that I don't need clunky controls and spotty camera issues from PSX/N64 to PS2/original Xbox era gaming to test my gaming prowess thanks to pure frustration with mechanics that are inexcusable in modern day gaming. If I want that, I can easily pull out my NES for that level of controller throwing angst.

I adored when this happened in Horizon Zero Dawn in the rare instances it occurred in that game, but seeing monsters interact and engage each other in this game was downright awesome. I know this is no brainer to Monster Hunter veterans, but being in the middle of a hunt then another monster shows up and join the fight is an added layer of craziness that I wasn't expecting in this game at all. Sometimes the monsters will assist you in battle, others will team up with the target and add as another nuisance to hinder you from dispatching the monster within the time limit. I think the craziest intervention I have encountered during the beta was Diablos interrupting the battle and bringing everyone - the target we were fighting in multiplayer and all of the players in surrounding area in quicksand, only to drag us down to his lair for his own home field advantage. Interactions like this wasn't limited to just monsters either. While facing Rathalos, it's possible for him to get swept up into a tidal wave of water after he destroys a section of the canyon wall within the area during the battle. The current sweeps Rathalos off the side of the mountain and into the valley below, allowing players to deal massive damage to him. It's stuff like that is where I'm anxious to see what affect that it would have on the full retail release when the game drops later in January 2018.



Don't get me wrong. When it works right, this game is a blast to play but some of these gameplay elements come off pretty damn clunky and buggy (especially with enemies clipping through environments) to say that Capcom are trying to convince people to pre-order this game with the ad showing up every time you successfully complete or fail a quest. I understand that this is beta and the full retail version is subject to change, but I was left with enough of an impression of this game that I'm a little skeptical to put the money down if this is the product we could be potentially getting come January 26th.


Multiplayer was limited to sharing Quest IDs as if they were Nintendo Wii Friend Codes if you wanted to make private rooms and invite friends while open Multiplayer was open to anyone and everyone around the globe to join your session(s). I think they needed to work the bugs out on that one as I had chat on and I couldn't hear a damn thing from my teammates during the few times I did play in a party of randoms with their in-game text even showing up in their native language. Yeah... fix that shit, Capcom. Other than that, I didn't have many issues with online multiplayer in the second beta like I did during the first where random disconnects were abundant during that. Seemed like Capcom cleared that issue up for the open beta during the Christmas holiday weekend.

Gundam Versus Open Beta (PS4) -- Impressions and Afterthoughts


From Saturday, September 2nd to Sunday, September 3rd, 2017, the Gundam Versus Open Beta was made available for all players willing and able to download the application from the PlayStation Store. I was able to pre-load the beta earlier in the week (after attempting multiple times from crashes from the PS Store for roughly 4+ hours... Seriously, Sony fix your shitty store!) and was able to get a bit of time with the game.

Unfortunately, this is Namco Bandai and all of the beta's gameplay was blocked from streaming via PlayStation 4, so I wasn't able to capture any footage of the gameplay. Let's hope the retail release later this month won't have this problem. Fingers crossed, folks.



Controls




The first few matches I wasn't really feeling the controls, but after I was experimenting during matches (you're going to be doing this a LOT actually as most suits feel different despite the similar control scheme). Double tapping the Jump button and holding any direction on the analog stick will Boost Dash in that direction as long as you have energy left on the Boost gauge, which refills automatically as soon as your Gundam's touches the ground again. Tapping the analog stick in any direction twice will perform a quick sidestep evasion. This is extremely helpful for evading melee attacks upclose as it tends to make the tracking properties of those moves whiff when they would normally catch Boost Dashes.

Your ability to Switch Targets on the fly as fast as possible is going to be essential for surviving battles against multiple opponents at once. Your "Striker" acts as an assist in this game, offering a limited number of times that support character can assist you with their special attack or utility functionality. Last but not least, there are "Awakenings" that power up your mobile suit for a limited time, but offer extremely powerful measures for dispatching foes in one fell swoop. These attacks are only available when there's at least 1 bar full on the Awakening gauge.



Mobile Suit Selection/Variety


Nothing from Mobile Fighter G Gundam here, but the Universal Century timeline is VERY well represented here, outside of some surprisingly glaring omissions, but I'm guessing those will be free DLC or pop up as bosses in Ultimate Battle Mode in the full retail release. I was very pleased to see both signature mobile suits from the Thunderbolt OVA were in this, but Iron Blooded Orphans only seemed to have just two suits to represent that series. That threw me off to say that Barbatos is on the damn cover of the game and in the opening cinematic with RX-79 Gundam.

Gundam Wing has several suits, available with even the Sanc Kingdom specialized Torres units as support types. Gundam SEED has fewer suits than I would have imagined from that series (Athrun Zala's two Gundams from that series is one HUGE omission along with Buster Gundam, but the Blitz and Duel are in?)

I'm crossing my fingers that more suits from other series outside of the U.C. timeline are included in the retail release later this month or this roster is going to be pretty biased.

I thought it was pretty cool that players were allowed to mark and favorite mobile suits for quick selections before missions. I hope those favorites carry over from the beta to the retail release later this month. There's a LOT of mobile suits to browse through to find your preferred favorites, despite being able to cycle through the selections by specific Gundam series though.



Overall Gameplay


The best way to describe the action in this game is to compare it to the Virtual On series. Your weapons recharge/reload on a specific timer depending on how powerful they are in terms of balance, while players must regulate and manage their Boost gauge supply for movement and other special options, all while keeping up with this frantic gameplay that each Mobile Suit (MS) provides in this game.

There's no in-game tutorial (it's actually grayed out on the main menu), but it's simple enough to get the hang of over time after viewing the controls in the settings menu. I find it crazy that some people actually play this on an arcade fightstick like it's Street Fighter.

Free Battle allows players to "practice" in teams of 2v2 matches. This isn't a "true" practice mode, but you can tweak the AI from brain-dead easy to extremely hard as you test your skills or try out various mobile suits. This was the best you had to offer in terms of practicing offline and testing out the various MS types that are available in the beta.

Multiplayer Matches come in two flavors - Casual Battle and Player Battle, both of which I really didn't bother to try out during the two days of the beta this weekend. Ranked Battle was unavailable of course, but will be available in the retail release.

Most of my free time was spent playing the Ultimate Battle mode. This mode is reminiscent of Gears of War or Halo's Horde and Firefight modes, pitting players against waves of opponents with a boss wave coming up after every five rounds. As an added bonus, every interval intermission between the sets of 5 has a bonus "Extra Wave" that gives players a chance to get more reward points working together to defeat a special boss encounter or competing with each other to defeat as many enemies as possible or inflict the most damage within a set time limit. These bonus waves are completely random and even bring in various other players online if you are playing online with a friend. Offline, you are joined by AI companions as your partners. This mode alone got me really excited for the retail release as I could see myself playing this mode exclusively online or offline with friends and/or randoms. 15 waves was simple enough but the farthest I got on the 30 waves was up to 29 solo while the highest I got with a partner online was the mid-20s, so it's definitely no cakewalk.

One thing players are going to be doing for the first few days of with the game is going to be trying out all of the various mobile suits in the game and seeing how they fit to your preferred play style. Some of them are strictly long-range attackers, others are strictly close-range with all melee weapons, while most mobile suits are a hybrid of both, bringing the best of long and close range combat. If that wasn't enough, each mobile suit has a unique moveset, which can be viewed by hitting the pause button and checking out the command list. Some of these movelist are pretty short and bare bones, then others, such as Gundam SEED's Strike Gundam has a multitude of special moves due to the fact that Gundam can transform into 4 different configurations (Aile, Sword, Launcher, and IWSP). This isn't the only mobile suit capable of such functionality either as all of these playable mobile suits have an impressive amount of depth that they each bring to the table.

Char's Zaku IIS can transform into a Z-Gok to either fire it's Mega Particle Beam Cannon (seems to have super armor on this move) or throw a tank, Wing Gundam Zero, Zeta Gundam, along with a few other mobile suits can transform into their mobile armor/fighter modes as long as they have meter in the Boost gauge to do so.

For those thinking that there's not much to this being a "legit" fighting game, I hate to be the one to inform you for being sadly mistaken. There's a lot of depth in terms of "Boost Canceling" - as in every action in the game can be cancelled with proper Boost Dash timing during the animation. That alone opens up a world of new combos that I'm sure fans familiar with with the Naruto games and of course Virtual On (in terms of how the targeting system works) would feel at home with. Every character has their own levels of mastery with some easier than others to utilize to their full potential.


Closing Thoughts


To be quite honest, Ultimate Battle mode completely sold me onto my purchase for later this month. Otherwise, if this was team-based and entirely multiplayer oriented like the Dissidia Final Fantasy NT closed beta left the impression of on that front, then I would have cancelled my pre-order reservation by now. Don't get me wrong, Dissidia fans, but I'm not looking for another Overwatch-style multiplayer focused game in my life. Gundam Versus' beta made me happy that the entertainment here isn't only limited to Versus gameplay. There's more than enough here in this single mode to make me happy as a Gundam fan and as a fan of single player content. With the Mission Mode(s) (which would allow players to relive key moments from throughout the Gundam franchise) and other various co-op content that is going to be available at launch, I can see myself being preoccupied with those modes for months to come, with or without friends to play them with in co-op or in the event the online scene for this game goes dead after the Week 1 hype dies down. We all remember what happened to Anarchy Reigns after the initial launch of that title... That still makes me sad to this day thinking about it.

I think this is in a great place going into the North American release of the game (FYI the game is already out internationally in Japan) with something for all Gundam fans to enjoy here. I was surprised at the netcode being stable for this too. It wasn't nowhere as clunky nor as buggy as the Dissidia Final Fantasy NT closed beta was. My only gripe is that newcomers might be in a little over their head in terms of accessibility and learning how to get the swing of things starting out. This game isn't as daunting as Virtual On was back in the day, but there's a few small things that will be completely over players heads that I hope won't turn them away from embracing this game in the long haul.

I plan on streaming a lot of it if Namco Bandai allows it anyway on PS4... I guess we'll find out when it launches later this month.