Sure, here’s a reimagined version of that article:
—
So here’s the thing. Phoenix is now in Marvel Rivals, right? And maybe—just maybe—I’ll finally dust off Overwatch 2 from my gaming routine for a bit. But not because I’m some die-hard fan of Phoenix or anything. Honestly, the only intel I’ve got on her is from some quick Wiki reading after she got announced for Marvel Rivals’ season 3. Oh, and there was something kinda important about her in the trailer: she moves like a regular human—mutant, whatever—and that actually got me hyped. I can’t say the same for earlier Rivals, if I’m being completely real.
Now, ever since the game’s grand debut in December 2024, there’s been this low-key uproar on Reddit. People saying the characters move like they’re trudging through molasses or something. Others dropped the “it’s just a camera angle thing” excuse, pointing fingers at Overwatch’s slick first-person view making things seem zippier. Me? I was team molasses, lamenting—but not too loudly—about the glacier-like pace of both the heroes and their attacks. Slowly but surely, it pushed me away from the game; I mean, who needs more annoyances, right?
And now, with Overwatch 2 having this third-person Stadium mode, plus catching a glimpse of Phoenix darting around, I thought, “Why not test my theory on Rivals’ turtle pace?” Spoiler: I was kinda right. But not exactly.
Here’s the geeky part: both games have these arena spots marked with distance thingies to check on damage drop-offs. Perfect for a nerdy speed test, right? Messed around with a bunch of characters and voilà, Rivals folks take an extra half-stride to cover five meters compared to the crew over in Overwatch 2. Doesn’t seem too great until you realize this wonky distance scaling. I mean, five meters in Rivals? It’s about 11.5 inches, compared to 10 in OW2. Weird, I know.
You might be scratching your head, like, “So what?” Well, let me tell ya—it’s not about the raw speed. Rivals’ characters are practically marathon runners compared to Overwatch ones in terms of distance. It’s more of a style thing here.
Like, seriously, characters like Cloak and Dagger, Namor, and Spidey move like they’re auditioning for some dramatic beach run in Baywatch. Add in those long pauses in their attack combos (except for Iron Fist, who’s doing his energizer bunny act), and you’ve got yourself a ballet recital instead of an all-out brawl. And the sounds? Winter Soldier’s gun is more like a whispering popgun, and don’t get me started on Scarlet Witch’s no-sparkle life-sucking skill. Elegant? Sure. But it doesn’t scream superhero.
Enter Phoenix. She’s flipping the script, finally. Every attack’s got this fiery whoosh, a mini-bang after landing a trio of hits. She does bigger explosions, zooms around like a flaming bird, all without those endless cooldowns. When she dodges, there’s actual urgency—you know, like she’s alive! Sure, she’s covering what seems like the same ground as Cloak and Dagger, but man, there’s a pep in her step that makes battles feel, well, alive.
And there you have it. NetEase has found the secret sauce, somehow blending style with a little function. Heroes aren’t just wading through pudding now. Phoenix feels like a fighter, a real one, and that makes her battles just plain exciting. That’s my jam, at least for now.