

These “biometrics” are essentially a unique currency for each character, and once you’ve got 20 of them you can unlock that character. You’ll progress as far as you can in the campaign until things get too difficult, and then you’ll likely end up farming certain missions for biometrics to unlock new characters.

Once you get into the swing of things, Marvel Future Fight has a pretty consistent process. This makes it even more challenging to really dodge attacks, so it more-so comes down to having the right heroes on your team, and timing your abilities properly. Arena matches are set up more like a side-scrolling fighting game rather than an Action-RPG where you can move in all different directions. I have yet to dive too much into the Arena mode yet, but it appears to have an even higher emphasis on strategy than the campaign mode. Overall, even though the combat felt pretty bland at times, the strategy and RPG elements behind the button mashing actually make it quite a bit more enjoyable. A combat triangle is also involved to add a bit more depth, which adds to the total number of variables to consider when assembling your team. There’s no dodge roll, but you can still evade some enemy attacks, and building a specific character to be a bit more of a tank is usually a good idea. You’ve got basic attacks as well, which become a lot more useful if you prioritize your gear enhancement to one character’s weapon, but otherwise they’re not as efficient as hot swapping heroes for abilities. However, it quickly becomes a trend of using your abilities on one hero, and then switching to another to use their abilities while the previous one recharges. You’re able to bring three characters into the mission, and swap out who you’re playing as on the fly (with a slight cool-down).


MARVEL FUTURE FIGHT HACK SCAM UPGRADE
It is easy to get acquainted with however, as everything is pretty well organized, and the tutorial does a good job of showing you the ropes.ĭespite the wide array of characters, the multiple ability options, and the non-linear upgrade system - the game still ends up being a pretty intense button masher. As for how the Interface looks, it’s got a very SHIELD headquarters type of feel which works for the game, but some areas could have benefited from a bit more polish and sleek design. The eight chapters each have their own theme, but re-use a lot of the same textures and enemies, with some missions feeling almost identical to each other. I am really big on visual variety, which Future Fight excels in with the characters, as they all have unique models and abilities. Visually the game is pretty solid, nothing extraordinary, but definitely has the right feel for a Marvel game. With all of that said, I really wasn’t sure if I was going to really enjoy the game, or end up being really frustrated. The arena mode looked a little silly to me, but it was still nice knowing there would be more content outside of the main game - something I wish there would have been in the recent Action-RPG Implosion, but I still loved that game. Then, I found out there was a decent amount of depth to the character progression, a lot of different missions to play through, and plenty of characters to unlock. I had assumed it would be a Freemium game (which it is), but was really hoping there wouldn’t be an energy mechanic, and that the IAPs would be purely cosmetic - a Freemium model that I feel works very well for both the player and the developer. As I looked into it more and found out more information, my excitement kind of went on a roller coaster ride. When I originally found out about Marvel Future Fight, I was pretty excited about the idea of a content filled Action-RPG based around the Marvel universe.
