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NetEase faces more of an uphill battle.

But can this pre-launch interest translate into a large dedicated player base?

Key art showing two characters from Marvel Rivals.

We want to double-check the player can experience new stuff continuously and keep feeling refreshed.

Many characters have powers that let them zip through the environment or even fly.

Finding cover is dynamic thanks to destructible environments that ensure no two games feel exactly alike.

Key art showing a multiplayer match in Marvel Rivals.

We pick voice actors too, based on how we design these characters.

With her, we were wanting to find someone who could speak both Japanese and English.

The more we spoke, the more the team placed the emphasis away fromesportsand towards more casual elements.

Concept art of the new hero Psylocke in Marvel’s Rivals.

We have a statistics model that helps us to deal with the balancing problem.

So each character has a basic number of configs for their power and skills.

Ensuring a fully destructive environment that will accurately sync between players online has required lots of trial and error.

Key art showing some of the destruction in Marvel Rivals.

The team noted particular challenges balancing for theXbox Series S, due to its lower GPU power and memory.

Perhaps, if the constant addition of new heroes and evolving seasons ensure a constantly fresh experience.

That being said, the first hurdle for any live service success has been cleared.

People are listening, people are excited, and the game is entertaining.

This is where the fun begins…

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