How To Kill A Game – The Tragedy of Marvel’s Avengers

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Earth’s Mightiest Heroes have starred in dozens upon dozens of video games in the last four decades. The iconic web-slinger’s first interactive adventure dates back to the Spider-Man action game released on the Atari 2600 in 1982, for example. That same decade also saw The Hulk and Captain America migrate to the world of gaming. However, an actual Avengers game would not hit the market until Data East shipped its arcade beat ‘em up Captain America and the Avengers in 1991. A range of mobile games, crossover titles, and LEGO-branded experiences have since allowed players to assemble their favorite heroes, yet no title was expected to capture the weight of being an Avenger quite like 2020’s Marvel’s Avengers.

Alongside Marvel Games, developer Crystal Dynamics and publisher Square Enix unveiled Marvel’s Avengers during E3 2019, making promises that engendered high hopes for the quality of the project. Free and regular post-launch content updates counted among the selling points, as did the insistence that “pay-to-win scenarios” would have no place in the final product. Within approximately one year of the Marvel’s Avengers release on PC and consoles, Crystal Dynamics and Square Enix sat on the receiving end of furious backlash for backtracking on both promises.

Platform-exclusive content, performance issues, and unwanted revisions to the core systems further compounded the negative discourse that long plagued Marvel’s Avengers. These shortcomings and myriad others hurt Square Enix’s bottom line, too, even in a year where Final Fantasy 7 Remake managed to exceed sales expectations. While Crystal Dynamics’s commitment to improving the live-service occasionally bore fruit, some of the studio’s efforts seemed exemplary of taking one step forward and two steps back.

This is the tragedy of Marvel’s Avengers.

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