Marvel Vs. Capcom: Infinite Characters and Stages Roster |DT2| oh dear...

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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.
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).
 
Controversial opinion for some reason: I agree. Aside from Airship, the rest can die. Bring on the MvC1 soundtrack in its entirety
especially 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.

I've gone from disliking the entire MVC2 OST to just thinking it doesn't fit. Still prefer the earlier games' music though.

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.

I wonder if X-23's theme would be better without the lyrics or not....

''Kuuenzan''
''Kuuenzan''
''Kuuenzan''
''Kuuenzan''

Every time Zero does his pizza cutter now. Shut the fuck up.

I thought I heard him say "Cut the Pizza" once haha

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.....
 
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).
 
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).

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?
 
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.
 
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.
I believe so, though now the RE Engine ended up being the MT Framework successor that Panta Rhei failed to be.

Capcom producers always lie about this!
I'm pretty sure the game is outsourced...
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).
 
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?
 
Learning UE4 is a good investment for the future.
SFV looks great in UE4. It's not a matter of the engine whoever is making marvel is just having issues.
Whether that's young, inexperienced staff or not being comfortable with the art style.
 
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).

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 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?
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.

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.
 
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
 
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.

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...
 
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...

i think even worse than the face is they made her less bustier and such but didn't change her clothes so it looks too big for her now lmao.


I admit I didn't scroll down far enough to see all the dimps credits but Capcom never said they weren't outsourcing for SFV (I believe they said 60% internal?). I also don't think they ever hid that Dimps was behind SFIV and SF x T.
 
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.

DMC5 will use Panta Rhei and it's going to be beautiful, then all Itsuno is going to say is it was tough but we made it work. Lol.
 
The lack of modes and the disastrous CFN woes were what hurt SFV the most.

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?
 
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.
 
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.

People already think theres not going to be any modes in MVCI despite the fact they said there will be day one
 
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.
 
The only possible reason I could imagine why they'd want to get this onto UE4 is they plan to milk the fuck out of this game with constant DLC and it's cheaper and easier doing that through UE4 rather than MT Framework... somehow the costs work out in their favor in the long run even though it's more expensive in the short run porting and "upgrading" a bunch of assets from the previous game.



Of course that all assumes the game doesn't bomb right out of the game... which it almost assuredly will.
 
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.
 
Yeah I'm also expecting "decent" sales but way below Capcpom's outlandish expectations.

DLC is gonna be so huge for this. and I don't mean the first season pass of characters either.
 
Of course that all assumes the game doesn't bomb right out of the game... which it almost assuredly will.
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.

"Jedah will be DLC"

"but they already showed him at EVO"

"doesnt matter they will make him DLC"
Remember the guy who said we'd only have 20 characters and the rest were DLC despite having like 26 confirmed at the times?
 
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?

Because it still doesn't have the bare minimum: Arcade Mode.

If they scrapped Arcade Mode for something like World Tour, great. But as there is right now, there isn't a mode where you can casually fuck off in. And that's really important. Even as a competitive player I do enjoy Arcade Mode or stuff like World Tour where I can kinda just practice bnbs in a "fun" mode with a goal. Right now if you're a casual player, there isn't really much to bring you into SFV right now imo.
 
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.
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?
 
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.

I think its the same netcode.

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 Capcom’s 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 community’s online warriors.

http://kotaku.com/marvel-vs-capcom-infinite-wants-even-newbies-to-have-a-1794685310
 
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