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.
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.
This please.
It looks like a very light, but still existent chromatic aberration filter, and it's not doing any service to the visuals. People are definitely noticing it, even if they can't put their finger on it. Just getting rid of it would probably alleviate a good deal of complaints about it looking soft/hazy.
I want them to get pressed to take out any of these filters in the game, because they don't look good in SFV and not here either.
Individual character impressions? I'm dying to know about Morrigan's playstyle in this.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.
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.
Individual character impressions? I'm dying to know about Morrigan's playstyle in this.
God dammit that interview confirmed no Boulder Punching for Chris.
- X: Lots of skills from different X games, a lot less projectile-focused than I thought. MHX voice.
Huh, didn't Mark Gatha retire from voice acting? That's what it says here.
It's been about a month so I'll just copy my notes about it. Don't have notes on every character.
- X: Lots of skills from different X games, a lot less projectile-focused than I thought. MHX voice.
- Ultron: Slower than I thought, can throw out drones as part of attacks. Drones can be destroyed, Combofiend was surprised by this.
This sounds incredibly nice.It's been about a month so I'll just copy my notes about it. Don't have notes on every character.
- Captain Marvel: Flying She-Hulk. Pairs super well with Time and Space stones. Can OTG.
- Iron Man: Less kung-fu, more MCU-style fighting. Lays bombs, traps, uses suit functions more than just being a robot street fighter.
Wait you can cancel special moves with Time stone?
That's kinda nuts.
- X: Lots of skills from different X games, a lot less projectile-focused than I thought. MHX voice.
Then I'm possibly wrong on this. I think I just asked if it was modern X or old X for the voice.
Did really no one of the press people asked or complained about the graphics? i find that really weird.
If no one has any concerns about it Capcom might think "this is fine" when in reality it absolutely is not...
Did really no one of the press people asked or complained about the graphics? i find that really weird.
If no one has any concerns about it Capcom might think "this is fine" when in reality it absolutely is not...
I think they are seeing the feedback now. Whether it's too late or not a priority is another.
God dammit that interview confirmed no Boulder Punching for Chris.
Doubt there is much they can do 5 months away from release.
Did really no one of the press people asked or complained about the graphics? i find that really weird.
If no one has any concerns about it Capcom might think "this is fine" when in reality it absolutely is not...
Doubt there is much they can do 5 months away from release.
Man people STILL talk about shitty SF4 graphics.Gameplay > Graphics
Game looks decent enough. That's what people will be talking about months after release. Graphic shit talk will just be forum fodder for fanboys.
Wonderful.- X: Lots of skills from different X games, a lot less projectile-focused than I thought. MHX voice.
Lighting can be tweaked, as could CA and the character shininess.
Though I suspect that's part of the artstyle and the action figure look is intentional.
Producer Mike Evans said:MvC2 had this 2D style, which was cool. MvC3 went to 3D and had a toon-shaded style, which completely separated it from the previous predecessors. This time, we still have over-the-top effects, but we're pushing the graphics to make them feel modern and cinematic.
Gameplay > Graphics
Game looks decent enough. That's what people will be talking about months after release. Graphic shit talk will just be forum fodder for fanboys.
KoFXIV?Gameplay > Graphics
Game looks decent enough. That's what people will be talking about months after release. Graphic shit talk will just be forum fodder for fanboys.
rofl @ ComboFiend being surprised. I love that.It's been about a month so I'll just copy my notes about it. Don't have notes on every character.
- Thor: Different from MvC3, has a much better keepaway game with throwing the hammer around. Same super, still kind of sucks.
- X: Lots of skills from different X games, a lot less projectile-focused than I thought. MHX voice.
- Captain Marvel: Flying She-Hulk. Pairs super well with Time and Space stones. Can OTG.
- Iron Man: Less kung-fu, more MCU-style fighting. Lays bombs, traps, uses suit functions more than just being a robot street fighter.
- Ultron: Slower than I thought, can throw out drones as part of attacks. Drones can be destroyed, Combofiend was surprised by this.
- Morrigan: Strong projectile game but has her MvC3 combos. Using soul fist or missile super and then time stone lets you dash ahead of the projectile and melee the opponent for cross-ups.
- Hawkeye: It's Hawkeye. Two-button supers makes Gimlet on reaction way easier.
Are you sure? I thought I saw plenty of blocking.Oh, I don't know if it's obvious from the video, but the Space storm (the one that traps you in a box) prevents you from tagging out or blocking, but you can still perform moves to defend yourself.
You can't block? That is too much!Oh, I don't know if it's obvious from the video, but the Space storm (the one that traps you in a box) prevents you from tagging out or blocking, but you can still perform moves to defend yourself.
Oh, I don't know if it's obvious from the video, but the Space storm (the one that traps you in a box) prevents you from tagging out or blocking, but you can still perform moves to defend yourself.
Five months of development still allows for major tweaks if necessary.
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[IMG]http://www.telegraph.co.uk/content/dam/gaming/2016/02/17/Street_Fighter_V_-_Ryu_gameplay_Screenshot_2016-02-17_11-23-33-xlarge_trans_NvBQzQNjv4Bq26JFVSOnvwZkEjWB2yBSZS77xXRTf1vcrTvcWoyekow.png[/IMG]
Apparently:
Now's the time to gripe about the presentation. I have no worries about gameplay. I just prefer it not be an eyesore.