
Marvel Mystic Mayhem – First Impressions
Have you ever wondered what it would feel like to command Hulk, Scarlet Witch, and Moon Knight together in one battle? Well, Marvel Mystic Mayhem (MMM) gives you that chance – with a gacha twist.
Netease has officially launched their ambitious Marvel mobile RPG, and after spending a few hours testing both the final alpha and the live launch, we’re ready to share our first impressions. Is this another cookie-cutter gacha clone with a Marvel skin, or does it bring something fresh to the table? Let’s dive in and see what MMM does well, where it falls short, and whether it’s worth your time.
Opening Sequence – Classic Gacha Meets Marvel Nostalgia

If you’ve played gacha games before, MMM’s early game flow will feel familiar. You start with Hulk, Moon Knight, and Scarlet Witch as your first three heroes in the epilogue tutorial. The game introduces each unit’s abilities, with a simple mana-based system where abilities cost varying amounts and mana regenerates over time.
Here’s a neat twist: each hero has a set of abilities that cycle after you use one. This creates an almost combo-like flow in combat rather than static cooldown rotations.
But, like many games in the genre, MMM railroads you heavily through early stages. By the time you unlock Misty Knight and Sleepwalker to join Hulk, you start understanding the game’s tactical deployment system. Units are deployed on a grid – so positioning tanks (Defenders) at the front while keeping squishier Strikers or Controllers at the back becomes crucial for survival.
Four Main Unit Types
- Strikers – Your ranged damage dealers.
- Fighters – Melee-focused damage units.
- Defenders – Tanks with high survivability.
- Controllers – Buffers and debuffers supporting the team.
Each unit’s class is clearly displayed on the bottom left of their portrait for easy identification mid-battle.
After about 30-60 minutes of hand-holding tutorials, things finally open up around level 10. From here, you’re free to choose between progressing in the story, jumping into Battle Bonanza, or testing yourself in Momentos. We won’t dive into each mode in this impressions piece – let us know if you want a deeper breakdown in the future.
What Marvel Mystic Mayhem Gets Right

1. Art Style – Comic Book Nostalgia Done Right
MMM’s art style is refreshingly different. Instead of going for realism or stylised anime, it embraces a distinct comic-book aesthetic reminiscent of classic Marvel pages. At first, it might feel a bit jarring, but it quickly grows on you, delivering that authentic Marvel vibe we grew up loving.
2. Animations & Visual Effects – Hulk Smash Never Looked So Satisfying
Every ability feels impactful. Hulk ripping up the ground and launching enemies skyward? Chef’s kiss. His thunderous clap that stuns enemies around him carries satisfying screen shake and VFX that make you feel the raw power of his attacks. Each character’s abilities maintain unique animations, adding immersion and variety to combat.
3. Team Presets – A Quality of Life Must-Have
In a genre where swapping teams frequently is the norm, having team presets at launch is a welcome inclusion. No more endless manual reassignments between PvE, PvP, and farming comps.
4. Thematic Team-Up Bonuses – Lore-Based Buffs
Marvel fans will appreciate this. MMM rewards you for pairing heroes with existing lore connections. Whether it’s Avengers teammates or lesser-known comic alliances, thematic bonuses add tactical and flavourful depth to team building.
5. Instant Replay – Time-Saver for Busy Players
Clearing a battle with a 3-star rating unlocks instant replay (at the cost of tokens). While the long-term token availability remains unclear, this feature will become invaluable once daily to-do lists expand. No one wants to grind endlessly when there’s real-life grinding to do.
6. Battlepass and Events – The Expected, Delivered Smoothly
Battlepasses and events are standard fare these days, but MMM implements them seamlessly. For completionists, it offers structured goals and rewards without friction.
Where Marvel Mystic Mayhem Needs Improvement

1. Energy Cap Frustrations – Let Us Overstack
MMM uses orbs instead of classic stamina. However, you can’t claim rewards if it pushes you over your orb cap. Levelling up seems to bypass this, but not standard orb claims. It feels restrictive and unintuitive, especially for players used to efficient resource stacking in other games.
2. Limited Launch Roster – Where Are The Big Names?
At launch, MMM offers 26 playable heroes, up from 12 during beta. While this is an improvement, it’s still a small pool for a game banking on the Marvel IP. Sure, Thor, Hulk, and Spider-Man are in, but obscure picks like the girl with her pet dinosaur leave some scratching their heads. We suspect heavy-hitters like Captain America are being held back for future banners and monetisation pushes.
3. Summoning System Hidden – Where’s The Gacha?!
This is a gacha game… so why is the summoning system buried away under “Dreamweave”? For the first hour, there was no direct tutorial pointing players there. Gacha fans live for those dopamine-pumping pulls, so making this system easier to find would immediately improve early user experience.
4. Excessive Monetisation Pop-Ups
It’s understandable that MMM wants to monetise quickly. However, three pop-ups within ten minutes feels aggressive. If players can’t even locate summoning before being bombarded with pack offers, it risks driving them away before they get hooked.
Final Thoughts – Promising, But Needs Polishing
Overall, Marvel Mystic Mayhem shows promising potential. Its unique comic-book visuals, satisfying animations, and quality-of-life systems like team presets and instant replays deliver a fun baseline experience.
It isn’t without flaws. The hero diversity is lacking for such a massive universe, and the pushy monetisation detracts from onboarding enjoyment.
However, one thing is certain – Marvel sells. Even with its rough edges, MMM is likely to gain traction fast. For now, we’ll continue playing to build a more definitive opinion as we unlock further modes, heroes, and talents (the game’s alternative to weapons or gear systems).
I’ve been playing since it launched globally. Your hits and misses are all spot on IMO. One other miss to me is how many different things you have to put on your characters. It’s a bit of a blur trying to figure out what to keep, what to put on with each character, and why to care about it all.
Team comp for me is Moon Girl & Devil Dinosaur (Put some respect on her name), Emma, and either Black Knight or Thor .