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Marvel: War of Heroes Game App Review November 1, 2012

Posted by webofwebhead in CCG, Hybrid Game, Marvel, Reviews, Strategy, Video Games.
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Marvel: War of Heroes loading screen

Marvel: War of Heroes is a new game app from Mobage/DeNA, publishers of the popular Rage of Bahamut game. Based on the same game engine as Rage, War of Heroes is part RPG, part CCG, and free to play on iPhone and Droid. The game is supplemented with in-game micro transactions, and features a strong community component.  Following is a quick overview of the game.  Check back tomorrow for a “grinding” guide for those that have mastered the basics.

(If you just need a referral code to get your bonus card, here you go: cax633182)

Both the RPG and CCG aspects of the game revolve around collecting virtual Marvel trading cards. During the RPG portion of the game, your chosen Hero (or Villain) works their way through a series of missions, leveling up your energy…

…attack, and defense levels, which you then in turn use to battle other players in the CCG mode using the cards you’ve collected during your missions. Deck building begins very simple, with the AI typically assigning your best deck based on your current collection, but once you begin to upgrade your cards, you will begin to see combinations you want to try against your opponents.

Your Home Page shows your current power levels and has links to your teammates and Alliance.

Your in game avatar can be any character you choose from among the cards you’ve collected, and can be changed in-between missions.  During basic missions, there are no power level concerns, however, the “boss” super villain at the end of each group of five sub missions will require your strongest character to overcome.  During missions, after every three thugs or so you vanquish, you will receive a “drop”.  These drops are typically additional cards, but can be other items, such as Resources that you can collect in sets of 6 to redeem for powerful promo cards.

CCG battles take place between your best offensive deck combination and your opponents best defensive deck.  By and large, you must choose an opponent at a similar level, the game AI handles their end of the battle.  While common cards provide raw power only, some uncommon cards and all rare+ cards have special powers that act as buffs or debuffs that fire off randomly based on the level of the character.

Detail on a game card. The cards feature top notch art as shown here. This looks like Gabriele Dell’Otto to me…

While your avatar on the RPG side levels up only via missions and gaining XP, your CCG collection can level up in three different ways. All cards have a number of stars on the right side denoting their rarity, starting with one star for commons, all of the way up to legendary. Except for at the highest levels, all cards also have dithered stars that indicate that a card can be “fused”.  Fusing is a simple process, pick two matching cards from your collection that haven’t already been fused, and choose the fusing option.  The two cards merge, the stats improve, and star value increases as well as a change reflected in the artwork.

Now is a good time to mention the difference between Gold and Silver in the game. Silver is used in game to pay for the various card bonuses we are reviewing, Gold is used in game to buy new cards and items, and is purchased with real dollars. I will note here that Mobage prohibits the real sale of it’s virtual goods, in much the same way that Blizzard does.

Ok…so back to card bonuses.  The most common card bonuses are boosts…selecting a base card, and then boosting it with any number of other cards.  Unlike fusing, their is no need to match the card, indeed, boosts will not work with the identical card.  The final card buff comes in the form of Mastery.  Mastery is fickle, is does nothing noticeable to a card until it is maxed out, at which point it provides a significant, permanent bonus to the card.  Mastery occurs naturally during the game both during missions and during winning battles on the card game side.

Mid battle, your team on offense shown at top, defending team on the bottom, both teams receiving special power buffs.

The final component of the game is the community aspect. Players are encouraged to find both teammates and Alliances to join.  Each time you match up with an additional teammate you receive 5 extra points of capacity for your power meters.  You can also call in your teammates best cards to help you defeat bosses in the later rounds of the missions. Alliances are a bit more formal, they have a leader, membership is limited to invitation only, they have their own mini-forum, and as a group, alliances are able to combine resources to purchase permanent bonuses for their teams. Trading is also limited to among teammates or those in alliances together, with a two week waiting period enforced.

Of final note…one of the biggest limiting factors in the game is time.  Energy (for running missions) and Attack power (for engaging in battles) is finite, and recharges at 1 unit per minute. This aspect of the game typically lends itself to 5 t0 15 minutes of play time followed by about and hour of recharge time, which makes this a great game to pick up while waiting in line at the grocery store or while on a break at work. For Marvel gaming pros, I would say this game falls squarely between Overpower and ReCharge in terms of complexity.

Official Game Site – http://marvelwarofheroes.com/

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