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Marvel Rivals’ Sharknado Team-Up Ability Cements the Game’s Fun Direction

This is a wacky, wild superhero game at its core — and superheroes aren’t perfectly balanced.

In Marvel Rivals Season 2.5, team-up abilities are going full camp. Keep your head down, because the sharknado is coming to gobble you up — and resistance is futile.

The Season 2 balance patch was the first one to make wide-reaching changes to the game’s iconic team-up abilities, and the midseason patch is about to arrive with a similar shakeup. Gone are the days of the Punisher’s infinite ammo and Spider-Man’s symbiote one-shot combo. 

Now, Jeff the Shark can combine his ultimate ability with Storm’s tornado as a nod to one of the worst movies I’ve ever seen — and the little land shark can also team up with Venom to heal nearby teammates through symbiotic tendrils. Yes, that evil shark is getting two new team-up abilities in a single patch. It’s the type of lopsided favoritism that keeps me up at night.

These team-ups are fun ideas, but based on the team compositions I see in Diamond and above, I’d venture to guess they won’t get much playtime in highly competitive matches — even with these cooperative boosts, Jeff just doesn’t compete with more effective strategists. Instead, I think these gimmicks are here because what seems like publisher NetEase’s real No. 1 priority is providing different outlets for players to let loose as their favorite superheroes.

Maintaining the Marvel power fantasy

Marvel Rivals is first and foremost a game about stepping into the shoes of some of the most popular superheroes in the world. Comic books are a great storytelling medium — but they’re also a visual spectacle that will just as often fall back on the «rule of cool

It wouldn’t feel right playing as Wolverine if you didn’t have access to the iconic Fastball Special, where he’s picked up and tossed like a football by Colossus (or in Rivals, by Hulk or Thing). Giving up your autonomy to another player rarely goes well, and it’s not like the ability is all that useful — unless you’re one of the best players in the world with Rocket Raccoon’s rocket boots — but it’s an integral part of Wolverine’s combat style.

The same principle applies to Captain America and the Winter Soldier. These characters have known each other for nearly a century. They grew up together in Brooklyn. They’re going to combine their combat styles in a special move.

Is the reverberating slam between Bucky’s metal arm and Steve’s vibranium shield all that great? Not really, because Bucky likely has to be out of position to make use of it. But it’s extremely cool to use and makes players feel like they’re more fully embodying these characters.

That brings us to what will surely be the game’s most infamous combo. The Jeff-nado started out as a Marvel Rivals community joke, and now it’s going to be a real team-up. How often will Storm and Jeff realistically combine their ultimate abilities? I can’t imagine seeing it in many games, but the interaction exists for Jeff players that want to ride the lightning, and that is quite simply cool.

NetEase has designed a game where not every team-up ability should be expected to reshape the entire meta, and I think that’s a great thing. What matters to the developers is that you’re able to enjoy experiencing gameplay for Marvel heroes that isn’t replicated elsewhere.

Each update provides clarity on Marvel Rivals’ competitive mode

If imaginative power fantasy is NetEase’s No. 1 priority, that means the competitive balance of Marvel Rivals takes a backseat. And that’s OK — there are folks who argue that the incessant changes, nerfs and reworks to Overwatch characters have made them less fun over the years, especially oddballs like Sombra and Mercy that are very different from their original incarnations.

Counter to what a game community’s sweatiest players might say, a game is fine when it’s unbalanced. It’s fun to have abilities that aren’t as useful as others, but are super bombastic and flashy. It’s OK to have characters that just won’t make the cut in higher levels of play. There have long been signs that Marvel Rivals is not being designed as a hyper-competitive game — there don’t seem to be Overwatch League-level ambitions at work here.

Marvel Rivals’ competitive system has been criticized since launch, with many players reaching ranks as high as grandmaster with a sub-50% win rate. The rank distribution is extremely generous compared with other games (like Overwatch), and many players who actively play competitive matches will gravitate toward the top.

The recent introduction of Chrono Shield Cards has made it even easier to escape the lower skill brackets, and games in the middle ranks like Platinum and Diamond sometimes feel like a coin flip depending on how skilled the players that queue into the game are. The skill gap between players in each rank is far too wide, and that seems to be how the system is intended to function.

But that relaxed vision for the game may not last, as it seems like NetEase wants to have its cake and eat it too. The Marvel Rivals Ignite 2025 tournament is being backed with a smooth $3 million prize pool. Funky team-ups and a more casual ranked ladder are one thing, but that’s serious money, and it signals that NetEase wants players to get serious about winning.

Marvel Rivals is moving in two distinct directions at once. The actual patches lead me to believe that the developers want this game to be fun first, balancing it around unique hero ability interactions and lower-ranked casual play that the presumed majority of players will experience. The tournament money and the player culture are heavier stuff, and there are a lot of people who want to compete to be the best in Marvel Rivals.

Trying to split the difference will lead the game down a path that ends in an identity crisis. It happened to Overwatch before, and Marvel Rivals isn’t immune to falling into the same traps. If the Jeff-nado is any indication of things to come, I hope the devs at NetEase stick to their guns and keep balancing the game around the Marvel power fantasy rather than prioritize competitive balance for high-tier tournament players and One Above All-ranked streamers.

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Cloudflare CEO Apologizes for ‘Unacceptable’ Outage and Explains What Went Wrong

For several hours Tuesday, a significant portion of the internet was unavailable in Cloudflare’s worst outage since 2019.

The Cloudflare outage on Tuesday that disrupted access to many websites and services — including OpenAI, Spotify, X, Grindr, Letterboxd and Canva — was the company’s worst outage since 2019, CEO Matthew Prince says.

Other disruptions have centered on specific network features, Prince wrote in a blog post. «But in the last 6+ years we’ve not had another outage that has caused the majority of core traffic to stop flowing through our network.»

Cloudflare is a cloud services and cybersecurity company based in San Francisco that is used by approximately 20% of all websites, according to W3Techs. It’s one of a handful of services, along with Amazon Web Services, CrowdStrike and Fastly (all of which have experienced major outages in the past few years) that you might never have heard of, but that provide essential internet infrastructure.

The bulk of sites and services impacted by Tuesday’s outage, which began around 3:30 a.m. PT, seemed to recover within just over three hours. By the end of the day, everything had returned to normal, and Cloudflare set about explaining what went wrong. Here’s what you need to know.


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What caused the Cloudflare outage?

Cloudflare was keen to emphasize that the outage was not caused either directly or indirectly by a cyberattack. At first the company did suspect it might have originated from a «hyper-scale DDoS attack,» Prince said in his blog post. But it turned out that the outage resulted from an internal software failure.

A change in one of Cloudflare’s databases generated a larger-than-expected feature file, which was too big for the company’s software to run, said Prince. This caused the software to fail.

Once Cloudflare identified the problem, it was able to replace the problematic file with an earlier version and get most traffic flowing normally again by 6:30 a.m. PT. 

«We are sorry for the impact to our customers and to the Internet in general,» said Prince. «Given Cloudflare’s importance in the Internet ecosystem any outage of any of our systems is unacceptable. That there was a period of time where our network was not able to route traffic is deeply painful to every member of our team. We know we let you down today.»

Which sites and services were impacted?

Cloudflare has a massive range of clients across the internet, ranging from websites that are household names to smaller services you might not have heard of. Due to its size, when it went down, it took many of those sites and services with it.

Among those affected by the outage was Downdetector, which is where most people go to report problems when services are offline. (Downdetector is owned by the same parent company as CNET, Ziff Davis.)

Once it got back up and running, Downdetector said that it received over 2.1 million reports during the outage period. Over 435,000 of these came from the US, with the UK, Japan and Germany appearing to be the countries that were next most affected.

Most of the reports pertained to Cloudflare, but other affected companies also received a significant number of reports. They include X (320,549 reports), League of Legends (130,260 reports), OpenAI (81,077 reports), Spotify (93,377 reports) and Grindr (25,031 reports).

How did the outage unfold?

Cloudflare first acknowledged the outage at 3:48 a.m. PT. The company issued a statement on its system status page saying that it was aware of the problem. 

«Cloudflare is aware of, and investigating an issue which impacts multiple customers: Widespread 500 errors, Cloudflare Dashboard and API also failing,» it said. «We are working to understand the full impact and mitigate this problem. More updates to follow shortly.»

At 5:09 a.m. PT, the company said the issue had been identified and a fix was being implemented. In the subsequent hours, errors began to drop and services gradually came back online.

Cloudflare added at 9:14 a.m. PT that most services had returned to normal. «A full post-incident investigation and details about the incident will be made available asap,» it said.

Is the internet stable and reliable?

The Cloudflare outage comes just one month after Amazon Web Services went down, causing havoc across the internet. The AWS outage affected sites including Reddit, Snapchat, Roblox and Fortnite, sparking many to ask whether having such huge swaths of the internet reliant on a few centralized services is sensible or safe.

«The Cloudflare outage is not explicitly caused or linked to the AWS or Azure outages last month, but like those failures, it shows the impact of concentration risk,» said Brent Ellis, principal analyst at Forrester Research. «In this case, the 3 hour 20 minute outage could have direct and indirect losses of around $250 million to $300 million when you consider the cost of down-time and the downstream effects of services like Shopify or Etsy that host the stores for tens to hundreds of thousands of businesses.» 

The disruption to services from ChatGPT maker OpenAI in particular highlighted concerns about the growing investment in artificial intelligence and the fragility of the cloud infrastructure that AI relies upon to function every day.

«The most dominant platform did not buckle because of simultaneous queries or the release of a new competitive model, but because of a problem with Cloudflare, a web security and performance provider,» said Sarah Kreps, director of the Tech Policy Institute at Cornell University. «The issue exposes the reality that this multibillion, even trillion-dollar investment in AI is only as reliable as its least scrutinized third-party infrastructure.»

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