Yeah.
Any decent Morrigan matches? I wanna see if they gave her new moves/tools.
Should have just released an online beta like SFV.I really think it would've been better if they released no demo at all. The build is different, it looks different, and it's not fun sitting through the load times which aren't as long in the 1v1 build. They really did themselves a disservice. I've played it a lot these past couple days (and DBFZ) and I like it more and more as I play it.
They did. She has traps that she can put out and then activate on button release.
Most, if not all, returning characters have new stuff. Hulk has his full screen air dash, nova has new centurion kicks/can do javelin in the air, cap has a counter that either launches or crumples, morrigan traps, iron man isn't ass, etc
Ryce didn't you say you heard about a certain Capcom character getting a tool that you thought would be really useful? Can you tell us what that is?
I see the same people say that 24 characters would be more than enough for DBZ game despite it being 3on3, yet they think 28 characters for MvC:i is a small roster.
I think the issue is 28 with reused assets. When people saw them reusing models they thought Capcom was doing that to have a larger starting roster, but nope... But tbh I don't know how many DBZ characters you could add without them feeling same? (I dont know I dont know DBZ really)..I see the same people say that 24 characters would be more than enough for DBZ game despite it being 3on3, yet they think 28 characters for MvC:i is a small roster.
Way different standards and expectations. Marvel Infinite is getting repurposed from Marvel 3 much like Injustice was (and somewhat Tekken) so a bigger roster is to be expected. DBZ is being made with characters that are made from ground up, it's expected to have a smaller roster.I see the same people say that 24 characters would be more than enough for DBZ game despite it being 3on3, yet they think 28 characters for MvC:i is a small roster.
DBZ is an all new fighter. Infinite is the fourth in the series.I see the same people say that 24 characters would be more than enough for DBZ game despite it being 3on3, yet they think 28 characters for MvC:i is a small roster.
I see the same people say that 24 characters would be more than enough for DBZ game despite it being 3on3, yet they think 28 characters for MvC:i is a small roster.
Way different standards and expectations. Marvel Infinite is getting repurposed from Marvel 3 much like Injustice was (and somewhat Tekken) so a bigger roster is to be expected. DBZ is being made with characters that are made from ground up, it's expected to have a smaller roster.
Do we have proof of assets being reused beyond Ryu? Ryu is the only comparison I've seen. A lot of the others look similar but have had some tweaking, updating and a lot more detail. Such that they could be new models or polished assets and I wouldn't know the difference. And at that point it matters less.I think the issue is 28 with reused assets. When people saw them reusing models they thought Capcom was doing that to have a larger starting roster, but nope... But tbh I don't know how many DBZ characters you could add without them feeling same? (I dont know I dont know DBZ really)..
Alternatively, DBFZ is built on an existing engine that they've made several iterations on now, while MvC:I's is seemingly built from the ground up on something the team has little prior experience with.DBZ is an all new fighter. Infinite is the fourth in the series.
DBZ, at 24 characters, would be 24 COMPLETELY NEW CHARACTERS in a new game.I see the same people say that 24 characters would be more than enough for DBZ game despite it being 3on3, yet they think 28 characters for MvC:i is a small roster.
Like the other guys said, DBF is 100% original, while MvCI is reusing assets from MvC3.
Though I've definitely seen people saying they wouldn't buy DBF unless it had at least 40 characters. I feel as if the overlap between DB players and the FGC is smaller than we think.
Yo I'm down to play on Xbox oneHey, I main a team with Hawkeye in Mahvel 3. FT5?
DBZ, at 24 characters, would be 24 COMPLETELY NEW CHARACTERS in a new game.
MvCi, at 28 characters, is an 80% rehash copy/paste job.
Can you really not see the difference?
Yah I guess repurposed maybe? Not entirely reused, but used animations as a base and movsets or something. IJ2 did this as well for some characters as well, but looked like they built models from ground up?Do we have proof of assets being reused beyond Ryu? Ryu is the only comparison I've seen. A lot of the others look similar but have had some tweaking, updating and a lot more detail. Such that they could be new models or polished assets and I wouldn't know the difference. And at that point it matters less.
Alternatively, DBFZ is built on an existing engine that they've made several iterations on now, while MvC:I's is seemingly built from the ground up on something the team has little prior experience with.
This Strider/Morrigan offense is nasty. Easily the most experienced looking play.
DBZF is also slotting characters into engine, graphics etc. they've used in several titles/updated now. It's virtually DBZF characters in Xrd with gameplay parameters and UI tweaked.DBZ, at 24 characters, would be 24 COMPLETELY NEW CHARACTERS in a new game.
MvCi, at 28 characters, is an 80% rehash copy/paste job.
Can you really not see the difference?
I'm hoping either tonight or tomorrow the MvC guys get on Giantbomb's stream so Jeff can ask them those questions, which I'm sure he would because they usually go right for it.Why aren't any interviewers asking about the X men? Or the leak? I want to see Combofiend try and explain why they aren't in even thought they "aren't limited by Capcom"
Bonus points if he's physically uncomfortable and tries to avoid the question
FChamp vs LI Joe:
https://www.youtube.com/watch?v=pqzI_w5rwq0
Players are starting to abuse tags more. Look at how many tags are happening in that game now compared to just yesterday.
If it ain't broke, don't fix it and don't waste dev money on it either TBH. I know people want games to feel fresh but I'm totally down for asset reuse if it makes sense. What doesn't make sense is changing things for the sake of changing them.Yah I guess repurposed maybe? Not entirely reused, but used animations as a base and movsets or something. IJ2 did this as well for some characters as well, but looked like they built models from ground up?
DBZ, at 24 characters, would be 24 COMPLETELY NEW CHARACTERS in a new game.
MvCi, at 28 characters, is an 80% rehash copy/paste job.
Can you really not see the difference?
At least Injustice 2 & Smash 4 did a good job of hiding the reused animations with improved models & some new moves. The UMvC3 vets in MvCI have the latter, but to a lesser degree.Games have definitely been docked points for copy/pasta and reused assets before.
Especially when it's blatant. When it's not blatant then devs can get away with it.
The character assets. Spencer, Arthur, Dante, Morrigan etc. are using same animations and movesets from before ... almost 1 to 1 conversions in most cases.Are you all blind? What reused assets? All the models and backgrounds are brand spankin new. Unless you mean the animations which can't be reused on different models on a different engine
The models yeah, but they use a similar bone structure. Take Iron Man for example, his design is new, but the structure is very similar to his UMvC3 design.Are you all blind? What reused assets? All the models and backgrounds are brand spankin new. Unless you mean the animations which can't be reused on different models on a different engine
Are you all blind? What reused assets? All the models and backgrounds are brand spankin new. Unless you mean the animations which can't be reused on different models on a different engine
The thing is that even if the characters are being made for a pre-existing engine, there's still the fact that an incredible amount of work goes into those characters. IIRC, the animations aren't done as a whole like in most 3D games, but instead are indivdually posed and combined like 2D sprite art for the best looks in-engine as well as maximum accuracy and faithfulness. Every single frame must be tweaked to not break the aesthetic immersion, which explains why Xrd and DBF animate like 2D fighters: the animations run pose by pose, not fluidly at 60fps.DBZF is also slotting characters into engine, graphics etc. they've used in several titles/updated now. It's virtually DBZF characters in Xrd with gameplay parameters and UI tweaked.
Are you all blind? What reused assets? All the models and backgrounds are brand spankin new. Unless you mean the animations which can't be reused on different models on a different engine
That's not true at all.Unless you mean the animations which can't be reused on different models on a different engine
One of my animation classes actually used GGXrd as an example. Their process of making characters within UE3 (& now 4) is utterly insane.The thing is that even if the characters are being made for a pre-existing engine, there's still the fact that an incredible amount of work goes into those characters. IIRC, the animations aren't done as a whole like in most 3D games, but instead are indivdually posed and combined like 2D sprite art for the best looks in-engine as well as maximum accuracy and faithfulness. Every single frame must be tweaked to not break the aesthetic immersion, which explains why Xrd and DBF animate like 2D fighters: the animations run pose by pose, not fluidly at 60fps.
Are you all blind? What reused assets? All the models and backgrounds are brand spankin new. Unless you mean the animations which can't be reused on different models on a different engine
Yah I think for clashes and intros and outros too (i think not confirmed). I think that's why when you see transition from cutscene to battle in story mode when model is talking you don't see as detailed facial animations...The game doesn't look bad, what's bad is that capcom is using the in game models for the cutscenes so they look bad, while a game like Injustice 2 i think used better models for the cutscenes.