In case you missed it, Square Enix
revealed the next superhero joint under the SE banner, with Marvel's Guardians of the Galaxy
, a single-player action-RPG set within its own videogame universe. That is, not at all officially tied to the MCU or the comics.
And in light of this, and with some earlier access to information about the game, we've put together a bit of a developer deep-dive on what you can expect in this 80s-inspired galactic romp.
Here's a snippet:
And on that note what we’ve got here is a fundamental difference -- across setup, approach and overall presentation. Even though this is another high-profile action-RPG with a look that is similar to the MCU but different (see: Triple-A cinematic), Guardians is not an online co-op affair. Or a game experience born from the style of looting and shooting found in Bungie’s Destiny, or Blizzard’s Diablo series. It’s also not a live-service game, or a drop-in and drop-out co-op narrative jam -- it is single-player only. And yet it’s still a game with action-RPG mechanics, albeit one filtered through the galaxy-hopping mixtape fun of Marvel’s Guardians. You are, in effect, Star-Lord.
Click here for our Marvel's Guardains of the Galaxy deep-dive
And we should press play on the Walkman there, because what we’ve seen so far in Guardians -- at its most basic core -- is a game that celebrates the humour and overall tone of the IP. This is off-the-wall heroing, with ragtag Kirby-inspired characters and galactic bads and spaces that really don’t have a ceiling on how whacky or insane they can, and should, be. But this also creates a worry point for the game. As in, how far did the studio go to deliberately get off the chain, versus pulling back on it for a more tangible, relatable experience? And if it was the latter, was this Marvel mandated, or Eidos-Montréal just not realising the full potential of a game and setting like this?