Marvel Rivals is blissful chaos, which makes me worry that—like Overwatch—it'll have all the fun drained out of it once the balancing wars begin

Squirrel Girl in Marvel Rivals pulls back on her slingshot to destroy some fool with an acorn.
(Image credit: NetEase)

Dear reader, there are a few times where I need to eat some humble pie, and this is one of those instances—I was not giving Marvel Rivals a fair shake. I saw the live service box it was coming in and thought 'there's no possible way this'll work', especially not in a year of Concords and Suicide Squads and X-Defiants.

After playing around a bit, though? Marvel Rivals is a great bit of fun. The actual design of its cast can be a little hit-or-miss (I'm still not sure why Venom stabs you with tendrils as his main attack, instead of smacking foes with his big claws), but when it hits? Oh baby, does it hit. The moment a happy little shark swallowed up my entire team, and proceeded to kill us all by running off a ledge was when I knew this game had the juice.

But with that feeling comes the same sensation of dread. See, Marvel Rivals is a game that risks having the fun sapped from it on two fronts—the players might optimise the joy out of it, and the devs might start getting nervous about how busted everyone is in their particular niche.

There's not a lot you can do about the former—in fact, it's not even something I blame players for. This is a multiplayer game, and multiplayer games encourage mastery, beholden to the human urge to see your number go up. When it comes to balancing—while the end result is in the hands of its development team, it's not so simple for them either.

As the playerbase gets more wise to what's borked and what isn't, demands will be made. Developers will become the target of campaigns to "just nerf" X or Y—campaigns that aren't necessarily wrong in practice, even if they can get inexcusably heated. Everyone wants a game that's balanced. And yet, balance and homogeneity go hand in hand.

I worry (and I want to be wrong!) that Marvel Rival's charm, of which it has heaps, lies squarely in the middle of this kind of chaos. That it'll only be fun for as long as it's permitted to be by player and developer alike. We saw, after all, how those halcyon days of Overwatch didn't exactly hit right when Overwatch Classic became a thing. I feel like I'm sitting here, playing in a sandbox, nervously waiting for a universal force greater than entropy—sweatiness—to appear with a pair of hi-tech stomping boots and tear through the pit.

Harvey Randall
Staff Writer

Harvey's history with games started when he first begged his parents for a World of Warcraft subscription aged 12, though he's since been cursed with Final Fantasy 14-brain and a huge crush on G'raha Tia. He made his start as a freelancer, writing for websites like Techradar, The Escapist, Dicebreaker, The Gamer, Into the Spine—and of course, PC Gamer. He'll sink his teeth into anything that looks interesting, though he has a soft spot for RPGs, soulslikes, roguelikes, deckbuilders, MMOs, and weird indie titles. He also plays a shelf load of TTRPGs in his offline time. Don't ask him what his favourite system is, he has too many.