cua cà mau cua tươi sống cua cà mau bao nhiêu 1kg giá cua hôm nay giá cua cà mau hôm nay cua thịt cà mau cua biển cua biển cà mau cách luộc cua cà mau cua gạch cua gạch cà mau vựa cua cà mau lẩu cua cà mau giá cua thịt cà mau hôm nay giá cua gạch cà mau giá cua gạch cách hấp cua cà mau cua cốm cà mau cua hấp mua cua cà mau cua ca mau ban cua ca mau cua cà mau giá rẻ cua biển tươi cuaganic cua cua thịt cà mau cua gạch cà mau cua cà mau gần đây hải sản cà mau cua gạch son cua đầy gạch giá rẻ các loại cua ở việt nam các loại cua biển ở việt nam cua ngon cua giá rẻ cua gia re crab farming crab farming cua cà mau cua cà mau cua tươi sống cua tươi sống cua cà mau bao nhiêu 1kg giá cua hôm nay giá cua cà mau hôm nay cua thịt cà mau cua biển cua biển cà mau cách luộc cua cà mau cua gạch cua gạch cà mau vựa cua cà mau lẩu cua cà mau giá cua thịt cà mau hôm nay giá cua gạch cà mau giá cua gạch cách hấp cua cà mau cua cốm cà mau cua hấp mua cua cà mau cua ca mau ban cua ca mau cua cà mau giá rẻ cua biển tươi cuaganic cua cua thịt cà mau cua gạch cà mau cua cà mau gần đây hải sản cà mau cua gạch son cua đầy gạch giá rẻ các loại cua ở việt nam các loại cua biển ở việt nam cua ngon cua giá rẻ cua gia re crab farming crab farming cua cà mau
Skip to main content

It’s time for a Marvel-style video game crossover universe

I’ll be the first to say that video games don’t need to try and emulate movies. Games and film are two different mediums that have their own strengths and weaknesses that don’t always translate well from one to the other. What I will say, however, is that there are broad ideas in film well worth implementing into gaming. Most we’ve already seen, like more dynamic cut scenes and performances. But one of Hollywood’s most impressive accomplishments is the almost unbelievable feat that was creating the Marvel Cinematic Universe. The sheer amount of planning, effort, money, and talent that must’ve been required to establish several independent characters and films before seamlessly integrating them all together is astounding, even if you’re not a fan.

Video games have never had a full-scale shared universe of that scale, Marvel or otherwise. Sure, we’ve had plenty of games with teams of superheroes — Marvel’s Avengers and Ultimate Alliance 3 being two recent examples — but even though every individual character in those games have had their own titles, it isn’t the same character between them. Fighting games are the other big genre for crossovers, with Super Smash Bros. Ultimate being, well, the ultimate example. While the fighters are as faithful as they could possibly be, they’re not actually full-fledged characters with narrative arcs.

For a gaming studio to pull off what the MCU did, they need to build up new characters with the intent of merging them in a natural way. The industry has teased the idea, but now is the time to fully pull the trigger.

A shared universe

Marvel characters posing under a purple storm.
Image used with permission by copyright holder

I can already hear the moaning about how shared universes are lame or don’t work, but that’s all based on how films have done it. Don’t look at DC, Universal (if anyone even remembers their “attempt” at a shared universe), or even the MCU too closely here. The fact that games have never fully accomplished this does mean there’s some risk, but also mountains of potential. Even the MCU has gotten a bit stale now that they’ve been repeating more or less the same formula for over a decade of films. That’s exactly the kind of trap games don’t have to fall into.

Even studios under the same publisher have unique identities. Yes, we all know the joke about Sony’s first party making only third-person action-adventure games, but even those still feel drastically different from one another. God of War plays almost nothing like Horizon: Zero Dawn, which plays nothing like Ghost of Tsushima. It’s even true within the same studio. Naughty Dog’s Uncharted games and their The Last of Us games are incredibly different, despite both being third-person shooters. When the only thing studios need to consider weaving together is the world, and perhaps some story beats and characters, the game they make can still be completely different.

There’s no reason to limit games to the same genre in order to lead into a shared universe. One game could be an FPS, the other an open-world RPG, and another a horror adventure. Granted, the rules of the world would have to remain consistent in order for this to work, but if all the teams came together at the start to build this plan then it could all feel organic. Forcing a shared universe now could be possible, but not as satisfying. I could see Ratchet and Clank meeting up with Jak and Daxter thematically, and Rift Apart specifically opens up endless possibilities.

But the excitement of seeing characters randomly cross paths isn’t powerful on its own. Without the buildup, there can’t really be a satisfying payoff.

The payoff

Sora and Mario shake hands in Super Smash Bros. Ultimate.
Nintendo

Seeing two characters you like come together is initially exciting, but can be hollow too. Seeing all the weird and seemingly impossible picks that came to Smash is probably the best example of that. It’s an impressive spectacle, but it’s not quite on the same level as an MCU-style shared universe. Seeing Snake fight Sonic, the dog from Duck Hunt, and Ridley is what we all dreamed of seeing on the playground, it doesn’t feel real. Outside of their appearance and moves, they don’t have their personalities. It feels like playing with action figures, which is the entire premise of the series, to begin with.

Compare that with the first Avengers movie and how satisfying it was to see these characters actually meet, interact, fight, and then come together for that iconic panning hero shot. It felt bigger than just seeing a cameo, because they were all equally established and had a reason to come together. Imagine how that would feel for multiple characters you played through individual games with? The level of attachment we can have with great protagonists is leaps and bounds beyond what films can create, so that moment when two characters from different games you played meet up for the first time would be even more impactful.

The real payoffs would be in the actual team-up. Without spoiling anything, there’s a big moment in Avengers: Endgame with Captain America and Thor that had fans screaming in theaters. Imagine a similar event happening when, say, Kratos and Aloy team up to fight some massive beast that had been built up in God of War Ragnarok and Horizon: Forbidden West. Also, consider that you’re not just seeing this in a cutscene, but actually playing it.

Those are the kinds of payoffs we could have with shared universe games. Characters can be fleshed out and established more than you could get in even a trilogy of films. They can come together for massive narrative moments informed by dozens of hours of anticipation between games. And you get the satisfaction of playing it as it all unfolds.

Why now’s the time

Laura Croft, Master chief, gears of war girl, and Batman.
Microsoft

I’m not a fan of the current trend of all the independent studios being bought by big publishers. But one benefit to so many studios being under the same umbrella is that it makes the concept of a shared universe that much easier to pull off. Technically one studio could do it, but it would be such an undertaking, and take way too long if they could only produce one game at a time. In a system where Sony and Xbox each own over a dozen studios, though, collaboration is so much easier.

Timing and motivation for these studios would still be a hurdle, and arguably a larger one than even in the film industry, yet could yield even greater payoffs for both players and the studios. They each can create their own IP, but benefit from the fact that more attention will be brought to their game because players will want to dive into each game in the shared universe to prepare for the eventual team-up.

It’s the best time for this now, because the public at large understands shared universes. Prior to the MCU really showing people what the concept was, it kind of only existed in comic books. We’re almost kind of flooded with shared universes — or attempts at them anyway — so it’s an easier sell these days.

Early signs of success

Alan Wake walking alone in the woods.
Image used with permission by copyright holder

We’ve had a few close calls of videogame shared universes, but none have quite come together yet. Ubisoft has teased the Watch Dogs and Assassin’s Creed universes being shared, but never followed through. It would need both of those games to have more established main characters, but the idea of the present-day sections of an Assassin’s Creed game being a Watch Dogs style game, but then diving into the Animus to reveal secrets in the past, sounds fantastic to me.

And the games that give me hope for this entire thought experiment is Remedy with Control and Alan Wake. Spoiler alert for Control‘s AWE DLC: Alan is a main focus of that storyline, turning what could’ve been just an Easter egg into a confirmed shared universe. We’ve yet to see how they’ll actually handle this going forward, but the excitement fans had when the two properties came together that it’s something we’re hungry for.

Just, you know, maybe a little quicker than 10 years between games.

Jesse Lennox
Jesse Lennox has been a writer at Digital Trends for over four years and has no plans of stopping. He covers all things…
The 50 best video games of all time
A logo that says "Best 50 Games of All Time" on a blue background.

Trying to pick the best video games of all time is a task defined by one word: hubris.

How could anyone possibly create a definitive list of gaming's greatest accomplishments when there’s such a wildly large variety of games to choose from? That’s a question we asked ourselves over and over when deciding to put together our own top 50 list. It was the kind of task we could slice up hundreds of ways, coming out with completely different lists every single time based on our preferred methodology. That’s a testament to the rich history of games, which offer countless diverse experiences worthy of praise.

Read more
It’s time for the age of always-online single-player games to end
The four hero characters in Redfall dragging a vampire, who's reaching towards the camera with clawed hands.

Suicide Squad: Kill the Justice League is one of the most anticipated PlayStation 5 games of the year, as it promises that DC Comics fans will get to see their favorite antiheroes wreak havoc in the Batman Arkhamverse. The co-op action game features a storyline straight out of Marvel's What If...? with most members of the Justice League getting brainwashed by Brainiac. And it has the distinction of featuring Kevin Conroy's final voice performance as the Dark Knight. On paper, it has a lot going for it.

There's just one problem, though. You can only play it online, even when you're going solo.

Read more
With Valiant Hearts: Coming Home, Netflix finds its video game voice
The playable characters of Valiant Hearts: Coming Home all standing together.

As we are in the earliest stages of Netflix’s foray into the games, the company is still trying to discover what a “Netflix game” really feels like. We’ve seen ports of fun console beat ’em ups and enjoyable puzzle games, but I don't feel that those really define the platform’s emerging identity. Valiant Hearts: Coming Home, on the other hand, does. A sequel to a 2014 narrative adventure game set during World War I, it's a thoughtful and emotional journey that naturally reflects some of the film and TV content available on Netflix.
Valiant Hearts: Coming Home | Official Teaser Trailer | Netflix
It’s both highly educational and a solid sequel to one of Ubisoft’s most underrated games. Like Before Your Eyes, narrative is a clear priority, as is the distinct visual style that would work even if this was a traditional animated show. Netflix is known for evolving prestige TV and defining what storytelling in a streaming-focused series could be, so it would benefit from giving its exclusive games a similar focus. Valiant Hearts: Coming Home might not be a perfect game, but it’s a solid example of what a premier Netflix game could look like in the future.
War stories
Valiant Hearts: Coming Home, like its predecessor Valiant Hearts: The Great War, is a narrative-focused adventure game that hops between several stories from soldiers (and a medic) who served during World War I. Familiarity with the first game is helpful, as some characters reappear, but not necessary as the sequel tells a new story mainly focused on the Harlem Hellfighters, a group that fought with the French after the U.S. joined the conflict. It’s a story about the horrors of war and the family and friendships that wither through it all that focuses more on human stories rather than the bloody combat that games typically like to highlight. 
While its story doesn’t feel quite as intertwined as The Great War’s, Coming Home is still enlightening, shining light on parts of the war that aren’t typically covered in your standard history class. I’d even recommend it as a good entry point for kids learning about World War I, especially because the game features plenty of collectible objects and facts that allow players to learn more about the battle. Like the best content on Netflix, it’s a creatively rich and additive experience.
It does all that with a minimalist style, as its characters speak in pantomime, only saying a word or two as a narrator eventually cuts in to fill in narrative blanks or give context on the state of the war. While it might seem disrespectful to represent such a brutal war in a cartoonish manner, the horrific moments stand out all the more clearly as a result. One particularly memorable set piece doesn’t contain any dialogue. It has the player walking across the bottom of the sea as you see bodies and ships from the Battle of Jutland sink to the seafloor. It’s equally awe-inspiring and horrifying, bolstered by Coming Home’s distinct visual style.

The gorgeous 2D art is colorful, looks hand-drawn, and almost feels kid-friendly despite how grave the subject matter it’s portraying is. Netflix is home to some great animation, so it would also make sense for that artistry to apply to its games. On the gameplay front, Coming Home is comparatively simple. Players use touch controls to easily walk around, climb, and interact with objects throughout the game to solve simple puzzles. Occasionally, some minigames with unique mechanics, like treating and patching up soldiers’ wounds, spice up the game. It is approachable in design and never particularly complicated, but that also means the gameplay never gets in the way of its storytelling and art.
The biggest downside to is that it’s regularly interrupted by loading screens. Even though they were very brief on my Google Pixel 7XL, they dampened some scenes’ artistic and emotional flow.
What makes a Netflix game? 
Valiant Hearts: Coming Home is a beautiful narrative-focused game that feelsat home on Netflix. It demonstrates how titles with compelling stories can be just as engaging on a phone as they are on PC and consoles. That mentality is a perfect match for a platform that made a name for itself mostly through serialized, story-driven TV shows and movies, and now also offers games with strong stories like Desta: The Memories Between, Before Your Eyes, and Immortality. 

Read more