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NecroMonster
Jan 4, 2009

In Training posted:

That's definitely gonna be a free to play game in the vein of KI

that'll be charging too much

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SectumSempra
Jun 22, 2011

Bi-Han now we've got Bad Blood

Zand posted:

it's SFXT

I got that vibe too.

Also that was a trailer lol.

So they still haven't shown gameplay.

What's funny is this is the one game i think they could have pulled off just denying it existed then announcing it like a week before it was out.

No one expected marvel 4 to actually happen.

Fenn the Fool!
Oct 24, 2006
woohoo
I like how all of Ryu and Iron Man's animations were directly copied from Marvel 3.

NecroMonster
Jan 4, 2009

didn't show a single launcher, instead had sfxt character switch combos

this was your daily reminder that everything is awful and life is a sick loving joke

Countblanc
Apr 20, 2005

Help a hero out!
tfw your sunday best is more like a tuesday

NecroMonster
Jan 4, 2009

oh no wait, megaman did do a very brief launcher combo

PaletteSwappedNinja
Jun 3, 2008

One Nation, Under God.
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.

SectumSempra
Jun 22, 2011

Bi-Han now we've got Bad Blood
The game has swaps, gems and megaman

thats already 3 strikes

absolutely anything
Dec 28, 2006

~As for dreams, she has enough and more to spare~
no assists hahahaha, cool team game

NecroMonster
Jan 4, 2009

no assists, tag combos, gems, megaman

mysterious loyall X
Jul 8, 2003
i call them crapcom

SeANMcBAY
Jun 28, 2006

Look on the bright side.



Visually it looks pretty cool but gently caress having no assists and the stones gimmick sounds dumb.

NecroMonster
Jan 4, 2009

just projectile poo poo right in my face next time capcom

Fruitsnacks
Oct 28, 2007
Welp. :smithicide:

anime was right
Jun 27, 2008

death is certain
keep yr cool

PaletteSwappedNinja posted:

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.

game will be bad

Captain Baal
Oct 23, 2010

I Failed At Anime 2022
Gimme a link

NecroMonster
Jan 4, 2009

Captain Baal posted:

Gimme a link

yeah, going to need that link or some people ain't going to fuckin' listen

fadam
Apr 23, 2008

An American wins Capcom Cup and the new MvC looks bad.

Boy, if Trump didn't win the election 2016 would have just been a total wash.

Brother Entropy
Dec 27, 2009

Captain Baal posted:

Gimme a link

https://www.youtube.com/watch?v=S1hTW2VFpJ4

NecroMonster
Jan 4, 2009

i need a link to the article palletswap quoted!

PaletteSwappedNinja
Jun 3, 2008

One Nation, Under God.

Captain Baal posted:

Gimme a link

It'd been pulled after I pasted the text but I think it's back up now: http://www.gameinformer.com/games/m...ity-stones.aspx

Fat_Cow
Dec 12, 2009

Every time I yank a jawbone from a skull and ram it into an eyesocket, I know I'm building a better future.

No Assists, no buy.

BornAPoorBlkChild
Sep 24, 2012
https://twitter.com/JWonggg/status/805287835603304449?ref_src=twsrc%5Etfw

Baba Yaga Fanboy
May 18, 2011

PaletteSwappedNinja posted:

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 is great info! Thanks for bringing it to us.

Also, Jesus you guys are cynical. I mean, I know Capcom's got a pretty bad standing at this point, but this is like, day one reveal; there are still a lot of unknowns about the game. For the moment, I'm happy to just revel in the fact that there's going to be a new Marvel Vs Capcom, and it looks cool :D

anime was right
Jun 27, 2008

death is certain
keep yr cool
betting now that you can tag in your partner at any time to break out of infinites.

fadam
Apr 23, 2008

Baba Yaga Fanboy posted:

This is great info! Thanks for bringing it to us.

Also, Jesus you guys are cynical. I mean, I know Capcom's got a pretty bad standing at this point, but this is like, day one reveal; there are still a lot of unknowns about the game. For the moment, I'm happy to just revel in the fact that there's going to be a new Marvel Vs Capcom, and it looks cool :D

being excited for things is gay dude

Captain Baal
Oct 23, 2010

I Failed At Anime 2022
Marvel Vs Capcom Infinity's dream is unclear

NecroMonster
Jan 4, 2009

assists are one of the few things that are "core" to mvc games.

this doesn't have them.

Night Blade
Feb 25, 2013

Why does Megaman X look like he's made out of shiny plastic?

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

Baba Yaga Fanboy posted:

This is great info! Thanks for bringing it to us.

Also, Jesus you guys are cynical. I mean, I know Capcom's got a pretty bad standing at this point, but this is like, day one reveal; there are still a lot of unknowns about the game. For the moment, I'm happy to just revel in the fact that there's going to be a new Marvel Vs Capcom, and it looks cool :D

"this is fine. i am okay with the events that are unfolding currently."

NecroMonster
Jan 4, 2009

Night Blade posted:

Why does Megaman X look like he's made out of shiny plastic?

he is made out of shiny plastic.

fadam
Apr 23, 2008

I was at least hoping for a bunch of dedicated assist characters like in MvC 1. Not having even that is very disappointing.

BornAPoorBlkChild
Sep 24, 2012

Jim Bobberson, 16 minutes ago posted:

Please don't cuck this up with the nu-Marvel SJW crap. I don't want black teen tranny Spiderperson or Whor. And Capcom, please don't censor your own characters.

ten likes

absolutely anything
Dec 28, 2006

~As for dreams, she has enough and more to spare~
*core gameplay mechanic removed and seemingly replaced with one from street fighter x tekken* wow you guys are so cynical!!! we dont know anything yet why cant you all be epic gamer fans and just be happy there's new Gaming??? get HOYPE

TaurusOxford
Feb 10, 2009

Dad of the Year 2021

anime was right posted:

betting now that you can tag in your partner at any time to break out of infinites.

Hopefully the game doesn't have infinites in the first place.

NecroMonster
Jan 4, 2009


straight white male onset dementia

Brother Entropy
Dec 27, 2009


the marvel side is currently 100% white people so any new reveals are all downhill for jimmy here

Captain Baal
Oct 23, 2010

I Failed At Anime 2022
I hope this game has infinites

SeANMcBAY
Jun 28, 2006

Look on the bright side.



fadam posted:

I was at least hoping for a bunch of dedicated assist characters like in MvC 1. Not having even that is very disappointing.

That's not happening according to that article.

You just pick two characters and a stone from the select screen. No assists.

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Countblanc
Apr 20, 2005

Help a hero out!

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