Our most ambitious environment, Shanghai, gives players the unique sensation of flying through a high density downtown with plenty of tall buildings to weave in between. We worked closely with Marvel Games’ VP & Head of Creative, Bill Rosemann and Creative Director, Tim Tsang, to craft a storyline that puts Stark Tower in the thick of the action and drama.
One of my favorite environments is this decommissioned Stark Industries plant. Despite being a relatively compact space (it only fits three entire République worlds), it’s a great environment to play one of our Combat Challenges in.
There are, of course, other environments in the final game that I can’t wait for you to see for yourself in VR.
For those of you who discovered the unlockable Combat Challenge in the demo, you know the game’s moment-to-moment combat has loads of depth.
Throughout our story-driven campaign, we layer on core mechanics in hopes that, by the final cinematic, you feel so in tune with the controls that you feel like you’ve fused together with the Impulse Armor. Here’s a high-level overview of some of our baseline mechanics:
We heard how much you love boosting at high speeds, so just a few weeks ago, we further increased the frequency at which you can boost in the full game. Buckle up!
My favorite mechanic. I can’t get enough of punching enemies with a one-two-three hit combo and then finishing them off with a Repulsor Blast or auxiliary weapon.
By spending Research Points at the Armor Station, you can unlock powerful auxiliary weapons that fire out of your gauntlets. When you play the full game, please do me a big favor and check out the incredible detail artist Chris Foster and animator Benjamin Meals put into each weapon. I can’t tell you how cool it is to see those weapons emerge from your forearms in VR.