Doctrine Dark
Member
The lack of modes and the disastrous CFN woes were what hurt SFV the most.
The weird thing about SFV's reviews is that while a lot of people claim that it got bodied by critics, its Metacritic score is around the same number as ARMS (which everyone sees generally positively). As for SFV, I feel like the lack of Arcade Mode did more damage than the lack of Story Mode (which Capcom gave us a heads-up on ahead of time).I expect the launch to be similar to SFV. Which didn't have a lot of bad reviews. But the word of mouth built for so long it ultimately impacted it. While story mode was a complaint, I doubt it at launch would've saved the game.
Controversial opinion for some reason: I agree. Aside from Airship, the rest can die. Bring on the MvC1 soundtrack in its entiretyespecially the character select:
https://www.youtube.com/watch?v=WXhvcXotN5w
This is MvC DNA and I hope they are putting this mentality into the final product. A lot of the characters are looking like fun so I'm hopeful. Hoping that "cinematic" doesn't mean sacrifice nonsense because it really should be about zaniness and fun ultimately.
Kk we can shit on MvC2 soundtrack all day... but This Is a True Love We're Making is real quality, just like X-23's theme and yes, Rashid's theme.
They're so bad they loop around to being amazing. Like Fast and Furious.
Next someone is gonna say Jazzy NYC 99 is a bad song. All of the songs mentioned in this post should be in MvCI.
Side note:Morrigan's theme is most underappreciated of all the versus series.
''Kuuenzan''
''Kuuenzan''
''Kuuenzan''
''Kuuenzan''
Every time Zero does his pizza cutter now. Shut the fuck up.
And Vanessa from P.N.03. And a BoF rep. And a Rival Schools rep. And an Onimusha rep. (And Regina.)
But these are dead franchises (isn't G&G as well?).
Not sure PN.03 should be considered a franchise.....
Maybe they should have stuck with MT Framework. Capcom were fucking wizards with that engine on the 3DS.resident evil: the mercenaries 3d (3ds)
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marvel vs capcom: infinite (ps4/xbox one)
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its just so fun to beat this dead horse
Maybe they should have stuck with MT Framework. Capcom were fucking wizards with that engine on the 3DS.
Granted, they're gonna try to fix the Capcom faces in the Day 1 update, but perhaps sticking with MT Framework would have saved them the growing pains (especially since they made MvCI internally).
(especially since they made MvCI internally).
I believe so, though now the RE Engine ended up being the MT Framework successor that Panta Rhei failed to be.Yeah its an IP
Isn't trying to drop MT for Panta Rhei the thing that screwed Capcom up at the beginning of this gen to begin with? Maybe they should have kept it.
With SFV, it was mostly done by Capcom with some help from Dimps (albeit with them helping out less than they did with SFIV, hence their proprietary engine being dropped). I believe it was the initial character modeling that was outsourced, which isn't uncommon in the gaming industry (correct me if I'm mistaken).Capcom producers always lie about this!
I'm pretty sure the game is outsourced...
I
With SFV, it was mostly done by Capcom with some help from Dimps (albeit with them helping out less than they did with SFIV, hence their proprietary engine being dropped). I believe it was the initial character modeling that was outsourced, which isn't uncommon in the gaming industry (correct me if I'm mistaken).
Per what others have said, it's picked up huge in the industry over there because UE4 has good documentation for Japanese native speakers.I guess Capcom felt a need to utilize the Unreal Engine 4 because that was the go to engine everyone was using. The problem is every other game looks better than MVCI.
Are there any other games that Marvel likely influenced the artstyle of?
I think Telltale Guardians, since it ditched the cel-shading that Telltale is known for in most of their other games (Ex: The Walking Dead, Batman). I wouldn't be surprised if the current visual issues are a mix of the internal team's inexperience with UE4 & them not being comfortable with the art style Marvel may have requested.I guess Capcom felt a need to utilize the Unreal Engine 4 because that was the go to engine everyone was using. The problem is every other game looks better than MVCI.
Are there any other games that Marvel likely influenced the artstyle of?
Again, they lied about this! Dimps made most of SF 5, check the credits:
http://www.mobygames.com/game/windows/street-fighter-v/credits
Also they made almost all of SF 4...
.I'm clicking a lot of the names and it seems like they're mostly capcom to me?
Dimps Corporation
General Manager Takashi Tsukamoto
Technical Manager Hiroshi Waki
Producer Daisuke Aoki
Director Tetsunosuke Seki
Line Manager Satoshi Takakuwa
Lead Game Designers Atsushi Tamamura, Yukiko Hokao
Game Designers Rui Shimomoto, Minako Takemura
Lead Scenario Designer Emiko Kawasaki
Scenario Designers Keisuke Sumiyoshi, Yuh Ochiai
Scenario Coorporation Miwa Shoda, Kenichiro Fujihara
Lead Battle Designer Seigo Kimura
Battle Designers Yosuke Teratani, Nobuaki Nishihira, Takuro Takada, Yoshimitsu Kondo, Masaya Yoshikawa, Yuta Yamanaka
Lead Stage Designer Mitsuo Matsuyama
Stage Designer Hidetoshi Ōta
Fine‑Tuning Yuukou Sonoda, Takahiro Yamashita, Keisuke Kimura
Senior Programmers Takuo Katsura, Yuki Kabashima, Sohta Harada, Ryohei Koyama, Dai kawawaki
Programmers Daiki Yoden, Soichiro Ota, Syunsuke Mizuno, Kazuya Shinmoto, Naoki Miyabe, Kazuya Shirouchi, Masahiro Nakamura, Yodai Miura, Yusuke Kishi, Takeshi Takeuchi
Art Director Tomofumi Yamaguchi
Art Line Manager Daisuke Kanauchi
Character Modelers Motoharu Morishita, Satoshi Ueda, Takeshi Inoue, Masashi Hatae, Shingo Abe, Yuta Hara, Shuta Nishinaka, Yusuke Fukase, Yoshihiro Ōtsuka, Chihiro Yamamoto, Tetsuya Ito, Tomohisa Fukui, Kento Shimada, Sotaro Nakamura, Michihide Tsubota, Hironori Igawa, Nami Wakamatsu, Ryousuke Sato, Masaya Etou
Character Animators Hiromitsu Nakano, Yuna Ito, Tasuku Takahashi, Nobuhiro Shimada, Koji Saito, Kazuya Sato, Kazuki Ito, Shun Moritake, Daisuke Ogura, Nijiko Kanazawa, Atsumi Kawasaki, Shin Kazoe, Daisuke Nakai, Yuki Shimasaki, Fumihiro Maruno, Chimorin Shogun, Nobuyuki Asada, Ryouta Nakatani, Ryo Iura
Stage Artists Takashige Ohnishi, Masaki Yasumitsu, Motonori Nakamura, Andrew Shikada, Akinori Ozawa, Chie Aisou, Chikako Tsumuraya, Yoriko Ito, Hiroyasu Sato
Stage Character Artists Akira Toba, Satoshi Ueda, Mana Ikawa, Mizuki Koyama, Kei Matsumoto, Kaoru Kuroda, Hideo Mao, Sayaka Abe, Kana Sunakoda, Tetsuya Ito, Tetsuya Tateishi, Youhei Kouno, Megumi Hatano, Taishi Sato, Yuya Satou, Katsumi Kawagoe, Mayumi Abe, Yuka Mochigi
VFX Artists Tomofumi Yamaguchi, Tami Hashimoto, Sachiko Maeda, Natsuka Furukawa, Yoji Morishita, Rumiko Yoshida, Mariko Kawase
Interface Artists Chikako Zanami, Shōko Aisaka, Nobuko Yamamoto, Naoto Ogawa, Maiko Aoshima, Miki Kobayashi, Tomomi Asano
Support Designers Atsuo Fujimoto, Tomohiro Takada, Yutaka Shioya, Eiju Kaneko, Takaaki Nakano
Lead Sound Editor Kenichi Kikkawa
Sound Line Manager Makoto Tomozawa
Ryu from BoF (preferably IV) would make an amazing character but alas it is never happening.
I think Telltale Guardians, since it ditched the cel-shading that Telltale is known for in most of their other games (Ex: The Walking Dead, Batman). I wouldn't be surprised if the current visual issues are a mix of the internal team's inexperience with UE4 & them not being comfortable with the art style Marvel may have requested.
Going through their recent games (Telltale Guardians MvCI, Spider-Man, Powers United, etc.), with the exception of the Lego Marvel games (for obvious reasons), most of their recent output seems to be within a similar ballpark in terms of art style. Obviously some vary more than others (Telltale & Capcom varying a bit more from the rest), but they don't seem to stray too far from the general semi-realistic style.
resident evil: the mercenaries 3d (3ds)
![]()
marvel vs capcom: infinite (ps4/xbox one)
![]()
its just so fun to beat this dead horse
Good to know. Quite annoying. I wonder how the game would've looked without this artstyle.
Many think it comes down to Capcom not being as skilled, but I'm not sure anymore. Capcom always made it a point to make sure Chun-Li looked good. The fact that she looks so bad in this style makes me wonder...
Yeah its an IP
Isn't trying to drop MT for Panta Rhei the thing that screwed Capcom up at the beginning of this gen to begin with? Maybe they should have kept it.
The lack of modes and the disastrous CFN woes were what hurt SFV the most.
DMC fans never lose hope, it's honestly kind of amazing.
People over-exaggerated those first day blues.
Yeah, the servers being down really sucked, but people act like they were down for a week.
The lack of modes at launch is a valid complaint, but why are people still holding on to that more than a year and a half later?
You and I both know that people are ready to throw shit at Capcom the 1st chance they get when something isn't right. All you heard was people saying, "SFV launched with a network that didn't even work" and it took off from there. "When's Arcade Mode" has pretty much become a meme at this point, but it looks like they're gonna add it. Capcom has to stop giving these people ammunition.
I think SFV stepped it up with their post launch stuff. It's just...well, those 1st impressions mean a lot. I thought SFXT ended up being a great game by Version 2013, but all of the previous damage didn't allow it to progress, unfortunately.
I just hope the content is good for MVCI. I also hope the netcode is solid.
only the crazy ones.
This is what I've been saying since the start. If they were going to go the "low budget cash grab" route, why even port to a new engine at all?
People already think theres not going to be any modes in MVCI despite the fact they said there will be day one
Never give capcom the benefit of the doubt
SFxT was in a MUCH worse situation and it still sold over a million. I can see this one reaching 2M by at least the end of the year.Of course that all assumes the game doesn't bomb right out of the game... which it almost assuredly will.
Remember the guy who said we'd only have 20 characters and the rest were DLC despite having like 26 confirmed at the times?"Jedah will be DLC"
"but they already showed him at EVO"
"doesnt matter they will make him DLC"
The lack of modes at launch is a valid complaint, but why are people still holding on to that more than a year and a half later?
This game isn't apart of the CFN.
he was banned...Remember the guy who said we'd only have 20 characters and the rest were DLC despite having like 26 confirmed at the times?
Hey, you're back!!
Remember the guy who said we'd only have 20 characters and the rest were DLC despite having like 26 confirmed at the times?
It will probably perform very similarly to SFV but I'm wondering how it being on the Xbox One will boost that number. It has to be good for what 300K-500K on just the Xbox One right?Pretty much. I could see it reaching 1.7 or 1.8 in sells at best.
Lowest would probably be like 1.4 million.
So definitely not great. With the way they "promoted" this game, realistically, that's all they should expect.
The game has been confirmed to not use the CFN functionality.
It's still also not clear whether it uses the same rollback netcode as SFV but I would not be surprised if it does.
Once players have a firm grasp on the fundamentals, they can hop online and test their burgeoning skills against worldwide opponents, one-on-one or in lobbies, using Capcoms proprietary rollback netcode. While netplay stood on shaky ground in the early days of Street Fighter V (which also utilized the in-house Kagemusha netcode), the developers are planning to forgo their own servers this time around in favor of the dedicated platforms provided by Sony and Microsoft, hopefully providing more stability for the communitys online warriors.
Yup, this game's fucked.I think its the same netcode.
http://kotaku.com/marvel-vs-capcom-infinite-wants-even-newbies-to-have-a-1794685310