adding on to what you're saying about acquisitions it is worth noting that by all accounts disney owned most of pixar franchises present in these crossovers before they bought the studio.
also was big hero 6 really only in infinity?
Big Hero 6 is a weird case because the copyright actually shifted from Marvel to Disney proper
after the Marvel buyout, and considering the movie versions of the characters are genuinely nothing like the comic versions, I wasn't including Big Hero 6 when I mentioned the Marvel properties.
Look, I don't think there's a significant difference between acquired and homegrown IPs, any character being property of the Disney/Nickelodeon/Warner Bros/Nintendo/e.t.c. corporation instead of the original artist is a kind of theft in and of itself regardless of what halls that character was grown in... (that's literally the notion the Disney company was founded on... what an unlucky twist.) that being said, Ice Age being in Disney Magic Kingdoms feels like an actual sin.
Oh I agree lol. Like say what you will about their handling of The Muppets or Star Wars or what have you, but what they did to Blue Sky after the acquisition was disgusting, and them parading the Ice Age IP around like their own definitely rubs me the wrong way.
Not completely accurate. CN was created and owned by Turner Entertainment in 1992, and the company merged with WB in 1996. HBO was founded in 1986 and merged with WB in 1990.
Yeah that was sloppy on my part. I was mostly getting at the fact that none of the CN properties in the game right now were from the pre-acquisition days, but I should have been more clear.
From my own analysis, it seems Disney isn't too keen on featuring their more kid friendly characters doing violent stuff like fighting, so im not sure how open they'll be to a platform fighter
For what it's worth, half of the games I listed are heavily combat based. Historically the one property that was off limits for combat-based stuff was Winnie the Pooh, but then Mirrorverse and Sorcerer's Arena were able to add, respectively, Tigger, and Tigger/Pooh/Eeyore. So I don't know if they finally loosened things for Winnie the Pooh or what.
Personally, I think they made a mistake including live action stuff. Not that those characters were bad or undeserving by any means, but it would have given the game a LOT more cohesion if they had just focused on animated characters the same way NASB did.
And I think that's what most people wanted anyway? Very few big requests came from live action stuff. It was all CN, various Looney Tunes, and even a few HB characters, and most live action characters were met with disdain, even very iconic ones like Beetlejuice and the Gremlins.
With WB's stable of classic animated characters and the inherit slapstick of platform fighters, it kinda designs itself. But they had to put in Arya Stark and LeBron James.
I get where you're coming from, and I agree with some aspects, but over all I do disagree. Or, well, at least mostly.
I'd honestly be a good deal less interested in the game had a lot of these live action characters been off the table. However, I also agree that cohesion is important and that makes
certain live action characters a tougher sell. However, I mostly think Multiversus made the right choices with the ones they did. Betelgeuse is inherently a very cartoony character with his heavy makeup, outlandish performance, and zany practical effects. Gizmo and Stripe are, respectively, a fuzzy animatronic and a puppet; they're already very much animated despite being from live action movies. Puppetry and animation are, of course, distinct arts, but the design principles absolutely carry over.
This also applies well to the live action characters I wanted to see that ultimately didn't make it in. The Wicked Witch was, of course, a big one, and The Wizard of Oz is another case where I feel they fit super well. It's bright and colorful, it's a musical comedy, and the costuming and character designs have been instantly iconic for almost a hundred years. This is sort of my gold standard for live action characters in this game: characters that, while live action, still have
character designs, if that makes sense. Tracy Turnblad, Willy Wonka, Austin Powers, Buddy the Elf, Betelgeuse, and the cast of The Wizard of Oz all showcase
character design in a live action space while tonally fitting with the wackier cartoon characters. Audrey II follows what Gizmo and Stripe established, being a character who fits in due to being a puppet (animatronic in Gizmo's case), which inherently follow animation design principles.
The furthest I tend to go with this is probably Don Lockwood. Singin' in the Rain is one of the single most iconic movies of all time, but at the end of the day Don pretty much just
is Gene Kelly, which seemingly goes against my point, but the set design of the film combined with Kelly's iconically lively dancing makes him probably the furthest out that still feels cohesive in my eyes.
All of this is why Arya never really fit in in my eyes. Don't get me wrong, contrast like that CAN work...but it was in a space where she clashed, but not enough in a way to make it her own thing. Tonally she's very grounded and real, a stark (heh) contrast to most of the rest of the cast, but not in a particularly interesting way. It's also why I was disappointed with the
execution of Agent Smith. Conceptually I absolutely think he was a good choice. But they made his actual moveset so
boring compared to what it
could have been. Smith is a character that needs HEAVY visual effect usage to make work, lest he be a standard "guy with gun." And outside of a very select few moves (the Bug, the rapid punch, and the sliding shot), they failed at this. He needed more multi-hits. More visual flair. Glitch effects, showcases of
power. Even his down special is marred by missed potential: why does he
summon a different Agent instead of duplicating himself? That's like his whole
thing! Why is his iconic dodge such a small part of his animation set? Why aren't these things that
make Agent Smith cool more prominent? Why is he missing so much?
But on the flip side, Jason is a wonderful example of how the live action characters
can work. He has a strong character design already, and they dialed it up to eleven here. And what do you know, he fits right in as a result.
So in a sense I agree, adding live action characters to the mix without proper care can lead to a lack of cohesion. But if those steps
are taken, there are many who I think would have been really cool to see while keeping the tone intact.