4 things Marvel 1943: Rise of Hydra needs to do to become a memorable game

In a year, players will get their hands on Marvel 1943: Rise of Hydra. So, what does the game need to do to become a memorable experience?
Marvel 1943: Rise of Hydra | Story Trailer
Marvel 1943: Rise of Hydra | Story Trailer | Marvel Entertainment

It's nearly time to assemble. In 2026, Marvel 1943: Rise of Hydra will bring Captain America and Black Panther together to fight against the Red Skull's forces. While not a lot has been revealed about the highly anticipated video game, the trailers released so far have made it clear players are in for a technical powerhouse. The character's facial animations are top-notch, and the graphics seem worthy of next-generation consoles. However, one thing is how the game looks, and another is how it plays.

While developer Skydance New Media has yet to showcase a gameplay deep dive of its upcoming title, some mechanics need to be there if the game is expected to become a huge hit. On the other hand, there are also a few gaming trends that should be avoided if players are to welcome this Marvel adventure with open arms. So now it's time we break down 4 things Marvel 1943: Rise of Hydra needs to do to become a memorable experience for years to come.

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Marvel Rivals Key art. Courtesy Marvel

1. Different gameplay mechanics for every hero

A game with multiple playable characters can often times be a bit difficult to crack. On most occasions, characters will have nearly identical traversal mechanics and similar attack patterns with different animations. However, there are instances when following this path isn't the best approach, and Marvel's Avengers is perhaps the perfect example.

It isn't a secret that Earth's Mightiest Heroes' latest digital adventure wasn't well-received. But even if the game is plagued with many problems, one of the biggest let-downs was finding out there wasn't too much of a difference between playing as any of the members of its initial roster. Sure, there are the obvious distinctions like the fact that Iron Man is able to fly while Black Widow can't. But playing as The Hulk won't result in a drastic damage advantage over Hakweye, for example. Unfortunately, there was no motivation whatsoever to unlock new characters.

On the contrary, Marvel Rivals embraces the differences between its many playable characters in the best way possible. Some of them are at their best in supporting roles, while others are perfect for the front lines due to their strength (even if it comes at the cost of their speed). This level of variety is one of the reasons NetEase's latest title is so beloved by players worldwide.

Taking into account that Marvel 1943: Rise of Hydra will feature four playable characters, it's imperative that Skydance New Media highlights the differences between them. Captain America should be able to take down villains in hand-to-hand combat much easier than Gabriel Jones. However, the World War II soldier should be able to equip and use an arsenal of guns, which Black Panther wouldn't be able to do. That way, the game has a lot of variety and doesn't become repetitive as missions start to go by.

2. Linear (or semi-linear) levels

Sometimes, it becomes easy for developers to want to craft an "open-world" title after the success of fan-favorites such as Legend of Zelda: Breath of the Wild. However, there are instances where a huge, boundless map doesn't make sense. If Skydance New Media were developing a game around a character who can fly, glide, or swing between buildings, then the open-world formula would be fitting. However, neither Captain America nor Black Panther are able to do that, which means that a linear (or semi-linear) level structure works best.

Skydance New Media should prioritize making levels filled with life and secrets for players to explore as opposed to creating huge, empty spaces. Maybe there could be a central hub from which the heroes pick their next mission, or even a crazy overworld map a la Clair Obscur: Expedition 33. That being said, every level should be linear and designed specifically for its protagonist's parkour abilities. It wouldn't hurt for the levels to have a few secret paths along the way, but aside from that, we don't need to explore the whole city of Paris.

Since Marvel 1943: Rise of Hydra features highly detailed 3D models and mesmerizing graphics, it's very unlikely that it will also feature a huge, open world map with a dynamic day/night cycle. After all, it would be extremely taxing for consoles to handle. However, even if the technology allowed for that promise to become a reality, we'll be better with a linear level design in this specific instance.

3. Action set-pieces worhty of the Uncharted saga

Amy Hennig, the mastermind behind the first three Uncharted games, left Naughty Dog and eventually founded Skydance New Media — the studio developing Marvel 1943: Rise of Hydra. Needless to say, expectations are at an all-time high for her upcoming title to have some of that Uncharted magic in the form of big, explosive set-pieces that wouldn't be able to exist in any other media.

Remember that one time Steve Rogers fought Bucky Barnes in that jaw-dropping highway set-piece in Captain America: The Winter Soldier? Or what about when Black Panther wreaked havoc on a casino while chasing Ulysses Klaue in his stand-alone MCU movie? If moments like those could be successfully adapted to a video game, with many moving pieces and explosive environments, then we might even be looking at an early Game of the Year contender.

It's undeniable that Amy Hennig's previous experience in the Uncharted saga will come in handy when developing a Marvel project. Hopefully, this will allow Skydance New Media to surpass every expectation set upon it when it comes to the action department.

4. No live-service mechanics or microtransactions

This one should go without saying, but Marvel 1943: Rise of Hydra shouldn't have live-service mechanics or microtransactions under any means. All signs seem to indicate that it won't, considering it's an action-adventure single-player title. However, you can never be too sure.

Suicide Squad: Kill the Justice League and Marvel's Avengers are considered big industry failures, and it isn't a coincidence that both were multiplayer, live-service games with battle passes and in-game stores that required real money. It takes a lot of resources to develop the network infrastructure needed for online play, along with the many items and suits locked behind a monthly paywall. So instead of wasting energy there, Skydance New Media should focus on creating a thoughtful campaign with a compelling narrative for players to enjoy.

If it were announced that Marvel 1943: Rise of Hydra had a battle pass or predatory monetization practices, then the game would be all but dead before its release. So it can't be stressed enough how important it is for Marvel to craft a good, old-fashioned single-player experience, much like Batman: Arkham Knight, or Marvel's Spider-Man 2.