Infinite Crisis

Description

Infinite Crisis was a free-to-play MOBA game set in the DC Comics universe, where players controlled iconic superheroes and villains in strategic team-based battles. The game featured a variety of maps, including unique layouts like Gotham Heights and Coast City, with objectives centered around destroying enemy towers and bases while leveraging hero abilities and environmental interactions. Though it launched in March 2015, it was shut down later that year, leaving behind a legacy of fast-paced, comic-inspired gameplay.

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Infinite Crisis Reviews & Reception

metacritic.com (68/100): It’s the best MOBA since League of Legends, pure and simple.

steambase.io (77/100): Infinite Crisis™ has earned a Player Score of 77 / 100.

me.ign.com : Infinite Crisis is a beautiful, cartoony MOBA that handles the DC Comics characters with care.

Infinite Crisis: A Multiversal Collapse in the MOBA Genre

Introduction

In the annals of gaming history, few titles embody the tragic irony of their own namesake as poignantly as Infinite Crisis. A game born from the convergence of DC Comics’ rich multiverse lore and the explosive popularity of the MOBA genre, it arrived with the promise of revolutionizing competitive play through its unique blend of superhero spectacle and strategic depth. Yet, like the comic event that inspired it, Infinite Crisis became a story of fragmentation—of bold ambitions colliding with harsh realities, resulting in a brief, brilliant flash before fading into obscurity. This review seeks to dissect the game’s legacy, not merely as a failed experiment, but as a fascinating case study in the challenges of innovation within an oversaturated market.

Development History & Context

The Studio and the Vision

Infinite Crisis was the brainchild of Turbine, Inc., a studio with a storied history in massively multiplayer online role-playing games (MMORPGs), including The Lord of the Rings Online and Dungeons & Dragons Online. Acquired by Warner Bros. Interactive Entertainment in 2010, Turbine was tasked with expanding its portfolio beyond traditional MMORPGs. The decision to develop a MOBA was strategic, capitalizing on the genre’s meteoric rise in the early 2010s, dominated by titans like League of Legends and Dota 2.

The game’s creative direction was spearheaded by Cardell Kerr, with Jeffrey Steefel serving as executive producer. Their vision was ambitious: to leverage DC Comics’ vast multiverse, introducing players to alternate versions of iconic characters—such as Gaslight Batman, Atomic Wonder Woman, and Nightmare Superman—while innovating on the MOBA formula with destructible environments and dynamic, catastrophic events that could alter the battlefield mid-match.

Technological Constraints and Market Saturation

Development began in earnest with a closed beta in May 2013, followed by an open beta in March 2014. The game’s engine was designed to support its unique environmental interactions, allowing players to manipulate objects like cars and debris as weapons, a feature that set it apart from its competitors. However, these innovations came with technical challenges. Persistent bugs, particularly audio issues where sound would muffle or cut out entirely after repeated matches, plagued the experience. Latency and server stability were recurring complaints, exacerbated by the game’s reliance on real-time environmental destruction and deployable objects.

The gaming landscape in 2015 was fiercely competitive. League of Legends had cemented its dominance, while Dota 2 and Heroes of the Storm were vying for their share of the market. Infinite Crisis entered this fray with the dual burden of proving its mechanical depth while justifying its existence beyond its DC Comics license. The pressure to differentiate was immense, and the development team struggled to balance innovation with accessibility.

The Road to Launch and Shutdown

Infinite Crisis officially launched on Steam on March 26, 2015, with a roster of 41 champions and a promise of continual updates. The free-to-play model, supported by microtransactions for cosmetic skins and character unlocks, was standard for the genre. However, the game’s monetization strategy faced criticism for its lack of clarity and the perceived grind required to unlock champions without spending real money.

Despite initial enthusiasm, player retention quickly became a concern. Peak concurrent players on Steam hovered around 7,000, a fraction of what was needed to sustain a healthy competitive scene. On June 2, 2015, just two months after launch, Warner Bros. Interactive Entertainment announced the game’s shutdown, citing an inability to achieve sustainable player numbers. The servers closed on August 14, 2015, leaving behind a community of devoted fans and a wealth of untapped potential.

Narrative & Thematic Deep Dive

The Multiverse in Crisis

Infinite Crisis drew its narrative inspiration from the 2005-2006 DC Comics event of the same name, which explored the fragility of the multiverse and the existential threats posed by its collapse. The game’s premise revolved around an unidentified assault destabilizing the 52 parallel Earths, with one universe already destroyed and others on the brink of annihilation. This cosmic-scale conflict served as the backdrop for the game’s battles, positioning players as champions drawn from disparate realities to combat the encroaching chaos.

The narrative was delivered through a combination of champion biographies, loading screen tips, and environmental storytelling. Each map, from the fractured streets of Gotham Divided to the ruined marina of Coast City, bore the scars of the multiversal war. The Bleed, a chaotic realm where torn realities drifted, was a constant presence, its influence warping familiar locations and forcing uneasy alliances between heroes and their darker counterparts.

Character Depth and Multiversal Variants

One of Infinite Crisis‘ most compelling features was its exploration of the DC Multiverse through its champion roster. The game featured not only prime versions of characters like Batman and Wonder Woman but also their alternate reality variants, each with distinct abilities and playstyles. For example:

  • Gaslight Batman (Earth-19): A steampunk iteration of the Dark Knight, wielding sound-based pistols and gadgets reminiscent of the Gotham by Gaslight comic.
  • Atomic Wonder Woman (Earth-17): A mechanized warrior from a post-apocalyptic world, armed with a chainsaw polearm and a relentless, almost feral combat style.
  • Nightmare Batman (Earth-43): A vampiric version of Batman, drawing inspiration from the Batman: Red Rain trilogy, with abilities centered around life drain and shadow manipulation.

These variants were more than mere reskins; they represented a thematic exploration of “what if” scenarios, probing the boundaries of heroism and morality. The game’s lore delved into the psychological and emotional toll of the multiversal crisis, with characters grappling with their identities and the weight of their choices.

Dialogue and Voice Acting

The game’s voice acting was a standout feature, with a cast that included industry veterans like Kevin Conroy (Batman), Tara Strong (Harley Quinn), and Nolan North (Atomic Green Lantern). The banter between characters, particularly those with shared histories like Joker and Harley Quinn, added depth to the experience. For instance, when Superman defeated Shazam, the latter’s dying words—”You’re Superman…”—delivered with a mix of disbelief and betrayal, resonated with players and became a memorable moment in the game’s short lifespan.

However, the narrative’s potential was ultimately underutilized. The lack of a structured campaign or cinematic storytelling meant that the multiverse’s collapse was more of a thematic backdrop than a driving force in the gameplay. The tie-in comic, Infinite Crisis: Fight for the Multiverse, attempted to expand on the lore but suffered from formulaic plotting and a rushed conclusion, mirroring the game’s own truncated development cycle.

Gameplay Mechanics & Systems

Core Gameplay Loop

At its core, Infinite Crisis adhered to the fundamental MOBA formula: two teams of five players, each controlling a champion with unique abilities, battled to destroy the enemy’s Power Core while defending their own. The primary means of achieving this was by pushing through lanes, destroying enemy turrets (or “dampeners”), and defeating AI-controlled drones that spawned periodically from each base.

The game’s innovation lay in its environmental interactions and dynamic events. Champions could manipulate objects in the environment, such as hurling cars at enemies or triggering catastrophic events like meteor strikes and EMP blasts. These mechanics were designed to add a layer of strategic depth, allowing for creative plays and unpredictable battlefield conditions.

Champion Roles and Progression

Champions in Infinite Crisis were categorized into six roles, each with a distinct playstyle:

  1. Enforcers: Tanky frontline characters like Wonder Woman, who excelled at crowd control and absorbing damage.
  2. Assassins: High-mobility, burst damage dealers like The Flash, specialized in eliminating key targets.
  3. Bruisers: Balanced fighters like Superman, capable of sustained damage and survivability.
  4. Blasters: Ranged magic or energy-based damage dealers like Green Lantern, focused on area control.
  5. Marksmen: Precision-based auto-attack specialists like Green Arrow, relying on positioning and kiting.
  6. Controllers: Support-oriented characters like Harley Quinn, providing crowd control and utility.

Progression was tied to a dual-leveling system: champions gained experience through combat, unlocking and upgrading abilities, while players earned account levels that granted access to customization options like Augments and Mods. Augments functioned similarly to League of Legends‘ runes, providing stat boosts, while Mods offered discounts or bonuses to specific items.

Maps and Game Modes

Infinite Crisis featured four primary maps, each with unique mechanics and objectives:

  1. Gotham Divided (3 lanes): The standard MOBA map, with a large urban jungle area containing neutral drone camps that granted deployable powers like meteor strikes and EMP blasts.
  2. Gotham Heights (Capture and Hold): A circular map with five control points. Capturing the majority of points drained the enemy’s Power Core health. The Orbital Cannon, a central objective, summoned stronger drones to aid in capturing points.
  3. Coast City (2 lanes): A two-lane map with a large jungle area and the Doomsday Device, a neutral objective that, when activated, spawned a guardian whose defeat granted a powerful EMP device.
  4. Crime Alley (1v1 or AI): A practice map set in the iconic location of Thomas and Martha Wayne’s murder, designed for new players to learn champions and mechanics.

The variety of maps was a double-edged sword. While it offered strategic diversity, the player base was too small to sustain multiple queues, leading to long wait times and frustration. The game’s initial plan to unlock additional maps as the player base grew was rendered moot by its rapid decline.

Innovations and Flaws

Infinite Crisis introduced several innovative mechanics that set it apart from its competitors:

  • Stolen Powers: Unique abilities that could be equipped before matches, such as X-ray vision for scouting or deployable traps. These powers added a layer of customization and strategic depth.
  • Destructible Environments: The ability to manipulate and destroy parts of the map created dynamic gameplay opportunities, though it also led to performance issues and bugs.
  • Multiversal Variants: The inclusion of alternate reality champions was a bold narrative and mechanical choice, offering players a fresh take on familiar characters.

However, these innovations were undermined by fundamental flaws:

  • Balance Issues: Certain champions, particularly assassins, were perceived as overpowered, leading to frustration and a lack of competitive integrity.
  • Lack of Accessible Modes: The absence of ranked play at launch and limited bot modes made it difficult for new players to learn and for veterans to engage in meaningful competition.
  • Technical Instability: Persistent bugs, including audio cutouts and server latency, marred the experience and contributed to player attrition.

World-Building, Art & Sound

Visual Design and Atmosphere

Infinite Crisis boasted a visually striking art style that blended comic book aesthetics with a gritty, urban realism. The game’s environments were meticulously crafted, with each map reflecting the unique characteristics of its DC Comics inspiration. Gotham Divided, for example, was a sprawling metropolis of towering skyscrapers and neon-lit alleyways, while Coast City’s ruined marina evoked a sense of desolation and decay.

The character designs were equally impressive, with each champion’s appearance reflecting their multiversal origins. Gaslight Catwoman’s steampunk attire, complete with goggles and a corset, contrasted sharply with the sleek, futuristic armor of Mecha Superman. The attention to detail extended to the champions’ animations, with fluid, dynamic movements that emphasized their superhuman abilities.

However, the visual design was not without its criticisms. Some players found the cartoonish aesthetic of the champions at odds with the more realistic environments, creating a disjointed visual experience. Additionally, the game’s performance issues often led to graphical glitches and frame rate drops, detracting from the overall immersion.

Sound Design and Music

The sound design in Infinite Crisis was a mixed bag. The voice acting, as previously mentioned, was a highlight, with a talented cast bringing the characters to life. The ambient sounds of the battlefield—explosions, gunfire, and the hum of machinery—added to the game’s atmospheric depth. However, technical issues plagued the audio experience. A persistent bug caused sound to muffle or cut out entirely after repeated matches, a problem that was never fully resolved before the game’s shutdown.

The game’s score, composed by Matthew Harwood, was serviceable but unremarkable. The music lacked the memorable themes and emotional resonance of other DC properties, failing to elevate the gameplay experience to the same degree as the voice acting.

Reception & Legacy

Critical Reception

Infinite Crisis received mixed reviews from critics, with a Metacritic score of 68/100 based on eight reviews. Praise was directed at its innovative use of DC lore, destructible environments, and the depth of its champion kits. IGN awarded the game a 6.9/10, highlighting its unique character roles and the fun of its comic book-like environment but criticizing the lack of accessible modes and balance issues. GameSpot gave it a 6/10, noting its friendliness to newer players but lamenting its failure to innovate beyond its licensed characters.

Criticism focused on the game’s technical instability, repetitive gameplay loops, and the steep learning curve that alienated newcomers. PC Gamer’s review summed up the sentiment: “Play it for its novel ideas, not because you love Batman. Dwindling player numbers are a cause for concern.”

Player Reception and Community

Player reception echoed these sentiments. On Steam, the game holds a “Mostly Positive” rating based on 1,903 reviews, with many players praising the unique multiverse-themed champions and dynamic maps. However, the limited variety of modes and balance problems were frequent points of contention. The game’s peak concurrent player count of 6,961 on Steam was insufficient to sustain a healthy competitive scene, leading to long queue times and a dwindling community.

The shutdown announcement in June 2015 was met with disappointment and frustration. Many players felt that the game had untapped potential, particularly in its narrative and character designs. The decision to cease development and close the servers was seen as a missed opportunity to explore the DC Multiverse in a meaningful way.

Legacy and Influence

In the years since its shutdown, Infinite Crisis has been remembered as a “forgotten” DC MOBA with ambitious ideas that were ultimately undone by market saturation and technical challenges. Its exploration of the multiverse and the inclusion of alternate reality champions have been cited as influences on subsequent DC games, particularly the Injustice series, which also delved into parallel universes and variant characters.

The game’s failure serves as a cautionary tale about the difficulties of innovating within an established genre. Despite its unique features and strong licensing, Infinite Crisis was unable to carve out a niche in a market dominated by entrenched competitors. Its legacy is one of unfulfilled potential, a reminder of the fine line between bold innovation and commercial viability.

Conclusion

Infinite Crisis was a game of contradictions—a bold, innovative take on the MOBA genre that ultimately succumbed to the very challenges it sought to overcome. Its exploration of the DC Multiverse, dynamic environmental interactions, and unique champion variants demonstrated a willingness to push boundaries and redefine expectations. Yet, these strengths were undermined by technical instability, balance issues, and a lack of accessible content that alienated both newcomers and veterans alike.

The game’s brief lifespan, from its launch in March 2015 to its shutdown in August of the same year, is a testament to the harsh realities of the gaming industry. In an era where player retention and market saturation are critical factors, Infinite Crisis serves as a poignant reminder of the risks inherent in innovation. It was a game that dared to dream big but ultimately fell victim to the weight of its own ambitions.

For those who experienced it, Infinite Crisis remains a fondly remembered experiment—a fleeting glimpse of what could have been. Its legacy is not one of failure, but of potential unrealized, a cautionary tale for future developers seeking to challenge the status quo. In the end, Infinite Crisis was not just a game about saving the multiverse; it was a game that needed saving itself.

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