The latest addition to Marvel Rivals, developed and published by NetEase Games, is here, and it’s the game’s first player-versus-environment (PvE) mode, Marvel Zombies. It tasks teams of four heroes with navigating through a modified version of the Midtown Manhattan map, clearing hordes of zombies, and defeating a pair of bosses. Along the way, they level up their abilities and earn unlocks for permanent changes to their kits within the mode.
The core gameplay — clearing swarms and defeating bosses — is fun for a brief distraction. The swarms of zombies charge headlessly at you and are dispatched en masse with ease. Some giant variants take a little more time to slay, but don’t pose any greater threat.
The pair of bosses in the Marvel Zombies mode, zombie versions of Namor and Scarlet Witch, provide a bit more of a challenge, though of the two, Namor is the only one I’d call fun. As he tries to overwhelm the party with his deployable octopus turrets and breaching whales, the battle can become hectic and crazy. Scarlet Witch’s battle, on the other hand, sees her zip around an open arena, shooting characters and casting her AOE ability. Not nearly as engaging, and she’s the final boss.
The Marvel Zombies mode in Marvel Rivals has a roguelite feel to it.

To contend with the rising forces of the undead, players can choose from five characters in Marvel Rivals’ extensive roster. Blade, Magik, Thor, The Punisher, and Jeff are the options available. Players can double up, so there are a few more options for team comps, but the choices are still limited.
As each section of the Marvel Zombies map is cleared, players earn points that can be redeemed for in-run boasts that expire once the fight is done, giving the mode a roguelite feel. Each character has several different styles of upgrades they can purchase, which affect their stats.
The choices that come through this mechanic are fine. Mostly percentile buffs to aspects like health and damage, the changes made to the characters don’t feel overtly meaningful in a gameplay-impacting way. Just quickly grabbing the most expensive ones associated with the character abilities you favor most tends to be fine. No deep considerations needed.
The leveling system feels largely unnecessary, as runs are not challenging to begin with.

As players complete matches, they will earn levels that unlock variants for the characters’ abilities. Jeff’s Joyful Splash, for example, can leave an orb that rotates, spraying water everywhere. Stat boosts can also be gained, making each character more potent within their role. Levels are shared across all characters, so you don’t have to worry about grinding out each one.
The Marvel Zombies leveling system feels largely unnecessary, as runs are not challenging to begin with. This system feels like a creation just to give players something to experiment with as they grind the special season pass tied to the mode. Completing objectives earns players random amounts of movement on a board, unlocking currency and cosmetics. I cannot fathom anyone not being sick of this mode by the time they have unlocked everything.
The added visual components for Marvel Zombies are mostly just ok. The zombies look fine, and their shambling running is solidly executed, especially when you have a full horde coming at you. The only place where the visuals shine is in the reskins of Namor and Scarlet Witch. The zombiefied versions of the characters look good, and Wanda even gets a brief introduction before her fight, which helps elevate the showdown that wraps up the match.
Marvel Rivals’ first foray into PvE comes as a mixed bag.

Marvel Rivals’ first foray into PvE comes as a mixed bag. While there is some fun to be had, the shallow gameplay and lack of character options leave players with little to keep them coming back, aside from the promise of cosmetics for completing missions. Such rewards are cool to get, but if they are the only reason you are playing, that is a problem.
Marvel Zombies mode in Marvel Rivals is available now until November 13th.






