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Marvel vs Capcom: Infinite - Gameplay Trailer 2 (Ultron, Chun-Li, Hulk, Chris and +)

This is fucking huge

teijbH4.png
I know right.

This means that the CFN is still just SFV exclusive, that there probably won't be any tie-in stuff with SFV and MvC:I, and most importantly that there will probably be no cross-play for this.
 

JeTmAn81

Member
I know right.

This means that the CFN is still just SFV exclusive, that there probably won't be any tie-in stuff with SFV and MvC:I, and most importantly that there will probably be no cross-play for this.

It's a shame about no cross-play. It would be nice to have a base of players that isn't splintered across platforms. The rest sounds good.
 
Seems like a questionable decision to me. Having to choose between saving for burst or Infinity Storm by tying it to the Infinity Stone gauge seems like it would've been more practical than burning meter for it (comparable to having to choose between burst or Overdrive in BBCP and BBCF).
There's no "choice" in bursting in a game like Marvel because combos will likely kill you, specially as the game evolves. Tying it to the Infinity meter just turns burst into a comeback mechanic, while tying it to meter makes it a drawback like BBCT that put you in Danger mode for the rest of the round.
 

Korigama

Member
There's no "choice" in bursting in a game like Marvel because combos will likely kill you, specially as the game evolves. Tying it to the Infinity meter just turns burst into a comeback mechanic, while tying it to meter makes it a drawback like BBCT that put you in Danger mode for the rest of the round.
Being put in Danger mode after a burst hasn't been a thing in BlazBlue since BBCSE. Either way, they are accounting for bursts in Marvel now, so it is a matter of choosing between saving for that or hypers (if anything, bursts are there specifically because of combos having a high chance of killing players in the past, so this is just another accessibility consideration on their part).
 
I can even find freeplay on Uniel PC.

It will be fine.

You can't find people around your skill level though, which is what population is really about. Very very very few casuals want to get destroyed by pros upon trying online, they want to be matchmaded with a player of their skill level. Personally if there's no crossplay I'm ditching steam and going ps4 version.
 
I wonder what the other three stones do.

Power: Wallbounce attack / power up install
Time: Teleport dash / recovery reduction install
Space: Suction / ReBoot Cube
Soul: Meter steal? / Revive partner?
Mind: sends opponent rude messages on PSN / plays home videos of your opponent's childhood
Reality: DLC characters get delayed / Megaman Legends 3 canceled again
 

JimiNutz

Banned
Not to rain on the parade too much, but while you will be able to pull off some fun flashy stuff with friends using the more "casual" mechanics like simplifies controls and auto combos, using those would still get you crushed online against people using the full system.

I have no intention of playing online against strangers. Local MP with friends or online with friends only.

I just want a fighting game that my friends and I can pick up when drunk or high and have fun with. There aren't really enough of those kind of games and the Marvel licence seems perfect for it...
 
[QUOTE="God's Beard!";234908335]I wonder what the other three stones do.

Power: Wallbounce attack / power up install
Time: Teleport dash / recovery reduction install
Space: Suction / ReBoot Cube
Soul: Meter steal? / Revive partner?
Mind: sends opponent rude messages on PSN / plays home videos of your opponent's childhood
Reality: DLC characters get delayed / Megaman Legends 3 canceled again[/QUOTE]Absolutely brutal.
 

Kashiwaba

Member
Am i the only one who is hoping for a 4 players mode 2 vs 2?kinda like TTT2 did, that would do wonders for casuals and and
Make MvC a great game during parties.
 

Skilletor

Member
Not to rain on the parade too much, but while you will be able to pull off some fun flashy stuff with friends using the more "casual" mechanics like simplifies controls and auto combos, using those would still get you crushed online against people using the full system.

It's like people are literally unable to comprehend that not everybody wants to hop online for matches, lol.

We've had a year of people ragging on SF5 because of a lack of SP content, and people still don't get it.

It's hilarious.
 

Sou Da

Member
[QUOTE="God's Beard!";234908335]I wonder what the other three stones do.

Power: Wallbounce attack / power up install
Time: Teleport dash / recovery reduction install
Space: Suction / ReBoot Cube
Soul: Meter steal? / Revive partner?
Mind: sends opponent rude messages on PSN / plays home videos of your opponent's childhood
Reality: DLC characters get delayed / Megaman Legends 3 canceled again[/QUOTE]

I would think Mind would be a teleport or something yeah? Or clones?
 
[QUOTE="God's Beard!";234908335]I wonder what the other three stones do.

Power: Wallbounce attack / power up install
Time: Teleport dash / recovery reduction install
Space: Suction / ReBoot Cube
Soul: Meter steal? / Revive partner?
Mind: sends opponent rude messages on PSN / plays home videos of your opponent's childhood
Reality: DLC characters get delayed / Megaman Legends 3 canceled again[/QUOTE]

030.jpg
 

JeTmAn81

Member
Am i the only one who is hoping for a 4 players mode 2 vs 2 kinda like TTT2 did, that would do wonders for casuals and parties games.

I'd love a 2v2 mode, always wanted something like that for Marvel 3. Would make it easier for people like me to carry those sucka fishes that don't know how to play.
 
Can't wait to watch this during break. The gameplay leaked yesterday was mostly good and it was a hoot hearing Chris shout out "TIME STONE!" while air dashing around like a motherfucker.
 

Sou Da

Member
Maybe input fuckery ala MODOK, clone illusions, or some grimy shit like meter disinfo.

[QUOTE="God's Beard!";234909250]That or something obnoxious like flipping your opponent's inputs.[/QUOTE]

I was going to suggest input reversal but that sounded like a bit much.
 

Gbraga

Member
I'm not a fan of combo breakers at all, but I think I'm alright with the way it worked in yesterday's video.

When the dude used it, Thor's attack continued to hit his character while the other one was tagged in. It's more of an alpha counter on hit than a real combo breaker. You could still get your ass kicked if you mess up when coming in, even without the opponent baiting the burst. It's on you to work for the escape, not on them to force that mistake on you.
 
Every character model aside from Ultron looks a little rough but all the effects and animation are on point. Hopefully them not showing the UI in this video means they're making changes to it right now.
 

IntelliHeath

As in "Heathcliff"
Really fun interview but I'm not sure if there's anything to take away from it? It sounds like everyone involved is just being as goofy and sarcastic as possible.

Yeah, but that pun with Ryu and BOF. It made me laughs but realized that we might not get any rep from BOF this time. Lemme be pessimistic.
 
Not exactly expecting it to happen, but I do think it'd be a shame if MVCI didn't make the Switch
lol
The console supports Unreal Engine 4 and this game isn't exactly a looker anyway so I feel like it should be able to run it decently.

I don't mean to port beg but I think it being on the Switch would make sense because a lot of Capcom's franchises (Mega Man, Ace Attorney, Street Fighter, Monster Hunter, etc) have a history with Nintendo and generally resonate with their audience pretty well.

But hey, if Capcom's worried about it not selling well there, there's always one backup plan, something that Namco did years ago...

link-realpic.jpg
 
So.

I shared a lot of your same concerns. Simplified inputs, auto-combos (which don't scale lower, they have the same damage as regular combos), lack of Happy Birthday scaling, etc. Combofiend walked me through the changes and played with me in a few matches.

I can't give a definitive review on MvCI, because I only played it after the interview for about 45 minutes. I can say I walked away from it having enjoyed what I played, after initially turning my nose up at the changes. I do not necessarily think they are good, but they are different, and not bad.

To start with, yeah, no assists. You choose your two characters, choose a gem (in the demo, we only had Space, Time, and Power), then choose a stage. At first I assumed this massively dumbed down the game because it made it so you no longer had creative cover for dangerous moves. Once I understood that the tag button now functions differently, however, I started to get where they wanted it to go. Let's say there's two very small beats between when you hit that tag button and when your partner comes out, but it's a lot faster than MvC3. In those beats, I can let loose a move by the character tagging out and use a move by the character tagging in (though doing both was difficult, I usually only managed one).

This means characters don't tag in with an attack and then pose briefly. When you hit that tag button, you are controlling that new character. If you want to tag out with a Hyper, you can. If you want to tag in with a Tatsumaki, you can. If you want to tag during an air combo, or in the middle of a gem use, or while getting hypered by someone else, you can. As long as your tag cooldown is up, you can basically do insane and creative things with your tags.

In one example, I was playing as Ultron and Chun Li. I got someone up in an air combo, used a drone, and then tagged in Chun Li. The drone hit the opponent down to the ground where Chun Li was, right into my super, and then I activated the time stone's ultra power (I forget exactly what they called the infinity gem supers), which reset the tag cooldown and just kept changing out between Ultron and Chun Li combos.

I kind of danced around the subject, but the producer and I talked about avoiding SFxT issues with the game. He said there's no chance of DLC gems, and internally they don't even call them gems. The six stones you have at the beginning are all you will have, ever.

They are actually really fun modifiers to the game. I played against the producer, who was a fan of rushing at me in the air with Hulk. With the space stone, if I activated it when he had momentum in the air, the extra momentum carried him over and past me, where I could catch him by surprise and attack him out of the air. The only one I wasn't a huge fan of was Power, but it didn't really fit my fighting style.

I was told they have hit 1080p/60 on all versions, but they're still in the optimization process. No answers on whether Pro/Scorpio will look better or different. Kind of laughed off a Switch version but said there's nothing to announce at this time (don't get any hopes up, it seemed pretty clearly to be a no.) The producer told me the number one thing they want to avoid is another Moridoom scenario where the game stagnates because of issues they didn't foresee but players found immediately.

All in all, yes, it is significantly less complex second-to-second from MvC3. But I also found it a lot more fun. You can still get bodied, but you also feel a lot less helpless if you do. Additionally, I think the options for creativity and yomi-based strategies on figuring out what your opponent is going to do are going to be huge. I was creating mix-ups with tags against defensive enemies and using tags and stones to defend myself against really aggressive ones. I had fun and never thought "I wish the Shoryuken was a more complicated Z movement."

Oh, final note: I was told story mode is about two hours. Which seemed short, but SFV dragged, so maybe that's for the best. I forgot who they told me was writing it when I asked, but I know it's not Tieri.
 
Informative review. Thanks, Alberto. Sounds good.

How did the character select screen look?

Would you say the game looks better in person than it does on videos?
 
Still not liking the vast majority of the changes here.

Just show me Dante so I can convince myself to hate-buy this game without X-Men characters for months.
 

LeMaximilian

Alligator F*ck House
So.

I shared a lot of your same concerns. Simplified inputs, auto-combos (which don't scale lower, they have the same damage as regular combos), lack of Happy Birthday scaling, etc. Combofiend walked me through the changes and played with me in a few matches.

I can't give a definitive review on MvCI, because I only played it after the interview for about 45 minutes. I can say I walked away from it having enjoyed what I played, after initially turning my nose up at the changes. I do not necessarily think they are good, but they are different, and not bad.

To start with, yeah, no assists. You choose your two characters, choose a gem (in the demo, we only had Space, Time, and Power), then choose a stage. At first I assumed this massively dumbed down the game because it made it so you no longer had creative cover for dangerous moves. Once I understood that the tag button now functions differently, however, I started to get where they wanted it to go. Let's say there's two very small beats between when you hit that tag button and when your partner comes out, but it's a lot faster than MvC3. In those beats, I can let loose a move by the character tagging out and use a move by the character tagging in (though doing both was difficult, I usually only managed one).

This means characters don't tag in with an attack and then pose briefly. When you hit that tag button, you are controlling that new character. If you want to tag out with a Hyper, you can. If you want to tag in with a Tatsumaki, you can. If you want to tag during an air combo, or in the middle of a gem use, or while getting hypered by someone else, you can. As long as your tag cooldown is up, you can basically do insane and creative things with your tags.

In one example, I was playing as Ultron and Chun Li. I got someone up in an air combo, used a drone, and then tagged in Chun Li. The drone hit the opponent down to the ground where Chun Li was, right into my super, and then I activated the time stone's ultra power (I forget exactly what they called the infinity gem supers), which reset the tag cooldown and just kept changing out between Ultron and Chun Li combos.

I kind of danced around the subject, but the producer and I talked about avoiding SFxT issues with the game. He said there's no chance of DLC gems, and internally they don't even call them gems. The six stones you have at the beginning are all you will have, ever.

They are actually really fun modifiers to the game. I played against the producer, who was a fan of rushing at me in the air with Hulk. With the space stone, if I activated it when he had momentum in the air, the extra momentum carried him over and past me, where I could catch him by surprise and attack him out of the air. The only one I wasn't a huge fan of was Power, but it didn't really fit my fighting style.

I was told they have hit 1080p/60 on all versions, but they're still in the optimization process. No answers on whether Pro/Scorpio will look better or different. Kind of laughed off a Switch version but said there's nothing to announce at this time (don't get any hopes up, it seemed pretty clearly to be a no.) The producer told me the number one thing they want to avoid is another Moridoom scenario where the game stagnates because of issues they didn't foresee but players found immediately.

All in all, yes, it is significantly less complex second-to-second from MvC3. But I also found it a lot more fun. You can still get bodied, but you also feel a lot less helpless if you do. Additionally, I think the options for creativity and yomi-based strategies on figuring out what your opponent is going to do are going to be huge. I was creating mix-ups with tags against defensive enemies and using tags and stones to defend myself against really aggressive ones. I had fun and never thought "I wish the Shoryuken was a more complicated Z movement."

Oh, final note: I was told story mode is about two hours. Which seemed short, but SFV dragged, so maybe that's for the best. I forgot who they told me was writing it when I asked, but I know it's not Tieri.

Anything you can say about the game's visuals in person? Even the new gameplay trailer has this weird fuzzy look to it, along with the flat lighting/stages.
 
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