One of Marvel Rivals' most distinctive features (apart from all the superheroes running around) is the destructible terrain. If you press B, the map in front of you will turn grey, except for everything that you can destroy, which will turn yellow. Give it a try for yourself and you'll see just how much is breakable in this game.
In various places across the maps, you'll be able to find breakable areas that can lead to the enemy backlines or expose a flank. Next to the first point on Tokyo 2099: Shin Shibuya, there's a breakable wall that will expose one of the defending team's paths back to the point. If you break it around head height and then just hold that line of sight, you can kill players before they even make it back to the first point, and usually, they never see it coming.
But taking advantage of the breakable terrain doesn't just make strategic sense; it's also just worth it for the sake of making use of the dev's hard work. The lead technical designer, Ruan Weikang, explained in an interview with Unreal Engine how the destructive environments presented the developers with some pretty significant issues.
First off, the developers had to make sure the rubble fell in distinct motion patterns according to the hero responsible for it. «Whether it's Hulk's devastating punches, Punisher's sustained turret fire, or Storm's sweeping tornados, debris exhibits carefully crafted motion patterns that reinforce each hero's identity,» Weikang says. It may not be obvious at first, but Magik's blade and Punnisher's gunfire will break the terrain in slightly different ways.
Then there's the performance cost of having all this large-scale destruction. Initially, I found that Marvel Rivals performed pretty badly, whether I came across harsh FPS spikes, which at times turned my game into a PowerPoint presentation, or it just took an age for the map to load each game. While this has changed for the better since launch, it was apparently in an even worse condition beforehand.
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