shaowebb
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USA WON CAP CUP
This should boost the ESPN numbers lol.
USA WON CAP CUP
Game Informer went up with a preview of the gameplay in advance, but quickly removed it.
Well, not quickly enough http://www.gameinformer.com/games/m...are-made-more-chaotic-by-infinity-stones.aspx
Marvel Vs. Capcom Infinite could end up being a divisive game. Although the Versus series is often seen as a chaotic display of flashes and super moves, it has a surprisingly consistent core. Three-versus-three battles, assists, and a six-button layout have defined the series and for almost two decades have held the attention of a hardcore group of fans. Speaking with representatives from both Marvel and Capcom, the first two of those three core tenants are gone in Infinite, and they wouldn’t confirm the third.
Infinite’s fights are fought two-on-two and without call-in assist attacks, which might make some series fans a bit skeptical. But the move didn’t occur without a lot of consideration. The team at Capcom considered the decision for a long time before settling on two-versus-two for the sake of accessibility. Although frantic combat is core to the series, Director of Production at Capcom Mike Evans wants more casual fans to be able to jump in without being overwhelmed; in Marvel Vs. Capcom 3, each player had to choose three characters from an enormous roster, then choose one of three assists for those characters. In Infinite, you’ll only have to select two characters and one Infinity Stone.
That trade comes with its upsides, even for more seasoned players. For one, you can now instantly swap in characters at any time. You can do this mid-combo, similar to Marvel Vs. Capcom 3’s aerial TAC combos but faster, and available on the ground as well. Capcom hasn’t nailed down specifics about how often players will be able to swap characters this way, but mentioned the goal is to give combos the freeform feel and endless permutations the series is known for. Having two characters makes this system far more manageable, since players will know for sure which character they’ll be swapping into during their combo, instead of having to memorize their team order.
To expand the number of options further, Capcom has removed the old “X-factor” mechanic from Marvel Vs. Capcom 3 and replaced it with six Infinity Stones. This not only hints at some of the potential plot points in the game (since the six stones are a nod to the Infinity Gauntlet), but acts as a way to customize your two-person team. The two Infinity Stones we were shown had "power" and "time" abilities. Power seems to increase the potency of each attack, while Time acted as a way to increase mobility and combo potential. Each stone will grant one ability that can be activated at any time, and one stronger ability will be more rare (again, the team has yet to work out the specifics of how they will limit this ability). When I brought up Street Fighter V’s V-System as a potential reference point for Infinity Stones, they instead pointed me toward Capcom Vs. SNK 2’s Groove System.
Part of the reason for this new system is an attempt to even the playing field. In the Marvel Vs. Capcom competitive scene, you tend to see a core roster of characters that recur, and many other characters that are left by the wayside. In the game’s early life, some characters were chosen purely for their assist abilities, acting less like actual characters and more like tools. Capcom’s goal with Infinity Stones is for them to work like those throwaway assist characters, making up for the deficiencies of a particular team, enhancing its strong points, and acting a sort of comeback enabler. A Marvel Vs. Capcom game with a balanced roster still sounds like a tall order, but Infinity Stones will hopefully make that task easier.
When I asked them whether the simplified approach to team building also meant fewer buttons to use, Capcom wouldn’t confirm anything. Instead, they told me that they’re hoping to make the game as comfortable to play on a controller as it is on an arcade stick, so newer fans don't feel like they need to purchase the latter to compete.
The last big question for a Marvel Vs. Capcom game is the roster, but Capcom told me at the start of our meeting they wouldn’t be revealing anyone other than the four characters shown in the gameplay trailer shown off at the end of tonight’s Capcom Cup finals (Ryu, Mega Man X, Captain Marvel, and Iron Man). However, they did offer a few details about their direction.
When I asked them about the rumor that the game’s roster would not include as many (or any) characters from the X-Men or Fantastic Four series due film rights issues (the current film series for those franchises are owned by Fox and not Marvel Studios) and would instead favor characters already in the Marvel cinematic universe, Creative Director of Marvel Entertainment Bill Roseman didn’t tense up the way PR folks tend to when you ask them a difficult question. While Marvel wants to take a forward-thinking stance with the characters they include in the game, he wants to make sure fans of all of Marvel properties, including X-Men, were happy. “That heritage is not lost,” he told me. Not the straight answer I was looking for, but it left me hopeful about my chances of Berserker Barraging people as Wolverine next year.
Roseman and Executive Producer at Marvel Games Mike Jones also emphasized that they’re looking at this project the way they have all of their recent projects in games, film, and television (Jones brought up Insomniac’s upcoming Spider-Man game and their current run of well-regarded series on Netflix as a reference point). They want to make sure Infinite’s use of the Marvel license is well-earned, and mentioned the game will have a more expansive, cinematic story mode this time around. “We want to make sure this game is dripping with Marvel,” said Roseman.
I wasn’t able to get my hands on the game itself so I can't speak to how all of the new ideas in Marvel Vs. Capcom Infinite come together. That said, the big picture of Infinite sounds like a huge shift for the series. Reducing the character count and removing assists sounds like it could cut down on the flashy, ridiculous fun that has made the series so popular. But while it may not be the comfort food fans are looking for, I prefer that a series known for chaos go for broke when it comes to making changes, rather than play it safe.
This should boost the ESPN numbers lol.
SFXT ver. 2017
Tatsunoko vs. Capcom Infinite
No assists confirmed in Marvel guys.
Is it really that similar to TvC? I have no idea.
No assists and Tag assault bull crap.
Injustice tier animations.
They put SFxT in Marvel.
Worst case scenario. SMH...
I always have to wonder how much of a loser someone has to be that they would rather see people unhappy rather than happy. Let me know.Wow, Capcom pulling the ballsiest of ballsy moves. Only one returning SF character in Season 2, and now MvC Infinite is Marvel Super Heroes crossed with Street Fighter x Tekken with NO assists rather than a 3v3 Marvel game with assists.
This is making me giddy, and I guess it's because people are going to be pissed. You got a Marvel, but it ain't the Marvel you wanted.
Especially with the new Captain Marvel character.animations look more KI-ish than MVC3 or Tatsunoko
I didn't see it yet but everyone is saying Marvel I looks like trash.
Fucking 2016.
I always have to wonder how much of a loser someone has to be that they would rather see people unhappy rather than happy. Let me know.
I think Iron Man and Captain Marvel look nice. And the game will look better over time to be better than Marvel 3 in looks which is good enough. They are probably going to make sure the Marvel side looks nice first before Capcom (Megaman looks particularly rough with those dead eyes).Graphics are KOFXIV bad.
Everyone disappointed right now but in the end its still going to be a day 1 buy.
Not too big of a fan of the art style, but figure it will grow on me as injustice did.
Infinite’s fights are fought two-on-two and without call-in assist attacks, which might make some series fans a bit skeptical. But the move didn’t occur without a lot of consideration. The team at Capcom considered the decision for a long time before settling on two-versus-two for the sake of accessibility. Although frantic combat is core to the series, Director of Production at Capcom Mike Evans wants more casual fans to be able to jump in without being overwhelmed; in Marvel Vs. Capcom 3, each player had to choose three characters from an enormous roster, then choose one of three assists for those characters. In Infinite, you’ll only have to select two characters and one Infinity Stone.
Alright time for some actual analysis over whining.
Iron Man still has the same Unibeam as always.
Megaman has an air dash.
They have tag assault like combo and you can go from secondary character back to point character in the same combo. Available on the ground and seemingly in the air too.
Megaman has an aerial beam super.
Iron Man has the same cr.M from Marvel 3 but his launcher is different.
It seems you can tag assault off of a launcher and off of the spike. So I am going to assume anytime you press the Marvel 3 equivalent of S, you can also do a tag assault combo.
DHCs seem to be in the game still.
Power Stone seems to give the ability of moves to do wall bounces. A lot of Ryu's moves suddenly started doing wall bounces. And I am guessing there's no limit to the wall bounce either while in the power state (or at least not limited to one wall bounce).
Time Stone seems to give you a teleport dash that can go through attacks and faster attacks.
I think that's pretty much all of it. A lot of Ryu's moves are taken straight form TvC and Marvel 3 so there wasn't much to comment there.