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Marvel vs Capcom Infinite Gameplay/Pre-Launch Discussion Thread

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shaowebb

Member
I never understood this "Marvel 3 was chaotic with 6 characters on screen" thing considering there was never a time when there were 6 characters on screen. It's usually 4 max.

There are usually going to be 4 max on screen in MVCI as well meaning the chaotic factor is going to be just as high if not higher.

What you dont remember all those times where both players used team hyper simultaneous because fuck it? lol

Unless someone hacked it into being nitroplus where you could call BOTH assists at the same time they're weren't likely any instances of 6 men on the field. I played that scenario already in a game with anime and its every bit as unusable a scenario as it sounds. You can't tell a fucking thing in that mess if it happens.
 
Man, just had the weirdest dream where they confirmed Batsu and Ms Marvel. Kamala looked about how you'd expect but when it came to Batsu's trailer they showed him looking more "war torn" he had like an eye patch and a couple of facial scars. The "trailer" I watched then goes into showcasing a very in depth character editor where you can change facial details like hairstyle and adding/removing scars, and there was a brief flash of him having Iron Fist's trademark mask/headband. And then of course I wake up and go "awwww :/ "
 

NotLiquid

Member
It really annoys me that the gameplay looks so fun but everything else is so bad, especially the presentation...

3jQy_OaRQXyfJQ1zaqqlzg.png


Hard to believe it's coming from Capcom.

This doesn't make any sense to me. They at least had something of a neat animated menu in the demo. Why didn't they reuse that?
 

Pompadour

Member
Precisely what casuals want to hear. Sounds good to me. It means Capcom fooled people with their PR. lol

Yeah, fighting game devs should just lie to casuals more instead of legitimately trying to make them better players by lowering the skill floor and ceiling. Both methods are just as effective.

Although, in fairness to Capcom, they made the game friendlier to casuals in important ways. Like #1 you don't have to make 6 choices before a match because now you just pick two characters and a stone. That shit is offputting to new players because they feel like they're fucking up even before the match starts.

And the two button super is nice even if it means jack shit competitively. They just want to do flashy shit so making that easier is fine.

Also, I think the biggest aspect to making casual players feel like they have no chance is how assists dominate the neutral and keep you locked down. That was common even at the lower levels. I don't think the new system fixes that but I guess the oppressiveness comes after the point character making contact instead of an assist laying down cover fire.
 

Coda

Member
This doesn't make any sense to me. They at least had something of a neat animated menu in the demo. Why didn't they reuse that?

Yeah I wonder that too. Oh well, at least you don't spend much time in the menus anyway. Would've been nice to have some eye candy/cool transitions in the menu though.
 

Dahbomb

Member
You are going to have Tags dominating neutrals and keep people pinned down in MVCI. Casuals will definitely be complaining about tag if they complained about assists.
 

PSqueak

Banned
Watching gameplay videos, you know, im still bothered they changed the colors of the gems, i understand why they did it in the game (to match the movie colors) but in hindsight, was there ever any given reason why they were changed for the cinematic universe? i mean, did they just randomly decided to shuffle the colors for no reason?
 

Durden77

Member
Man, I'm psyched as fuck for Ghost Rider. I loved him in UMvC3 despite his issues, and he was part of my main team for quite a few months at the beginning. I think he's gonna be dope af in this one.

Problem is because of that, and combined with the fact that his head is on fire, people are probably going to be playing the shit out of him.
 

Coda

Member
I know this is too much to ask for Capcom but I feel like most fighting games need to step up their menus, they're archaic at this point and while functional, do nothing to entice the player in to play, plus it just becomes somewhat of an eyesore.

It doesn't seem that hard to me to almost make some kind of fully realized background layer/world that when you select different menu items would go to those worlds and have like characters say, Mega Man X and Strider just hanging out in Dr. Lights lab, etc, things like that. It makes me think of 1080 Snowboarding, that game had a godlike character select screen with all the snowboarders chillin' in the cabin and it pulled you into the game. I know it's a different genre but I just wish Capcom and other devs would give us more dynamic menus in 2017.
 
I know this is too much to ask for Capcom but I feel like most fighting games need to step up their menus, they're archaic at this point and while functional, do nothing to entice the player in to play, plus it just becomes somewhat of an eyesore.

It doesn't seem that hard to me to almost make some kind of fully realized background layer/world that when you select different menu items would go to those worlds and have like characters say, Mega Man X and Strider just hanging out in Dr. Lights lab, etc, things like that. It makes me think of 1080 Snowboarding, that game had a godlike character select screen with all the snowboarders chillin' in the cabin and it pulled you into the game. I know it's a different genre but I just wish Capcom and other devs would give us more dynamic menus in 2017.

The last time Capcom had a cool menu was MvC1 (well character select screen I mean)
Alpha3 character select screen was hype with that music and announcer.
 

NotLiquid

Member
Tatsunoko vs Capcom's menu was fucking great. It overall had a distinct anime sci-fi style to it which especially played into Tatsunoko's properties and several of Capcom's inclusions like Mega Man. It's held a little bit back by the capabilities of the hardware but it makes the best of it and still feels flashy, distinct and cohesive. The music was groovy as hell all around in that game.


Like, wow man. I look at how expressive Tatsunoko was and I instantly fall for it's style. I wish Capcom and Marvel realized, even in MvC3, that even though 3D models are good enough now to be "presentable" in blown up character screens, 2D art assets help add so much vibrancy. In the case of Marvel 2 and Tatsunoko I loved how the 2D artwork of characters made it feel more comic-book like. You're essentially making a comic book game, don't be afraid to flex your artistic roots and talents! Even Tekken 7 has options for 2D character portraits, despite them clashing a little bit with presentation.


Even though I think UMvC3 has overall better "execution", I like the style of vanilla MvC3 better, even if it's a little spotty at parts. Characters and menus were overall more animated, I liked how the character select and character portions in general was a call-back to the sort of 2000-era "future" design of MvC2, and the team being represented as a comic book cover was a super neat touch (this is where 2D art assets would've been so much cooler, or at least the use of the gorgeous full 3D character art). There's a little more variety in character posing where-as in Ultimate Marvel 3 we're almost always staring down the same character pose/expression. Having Ultimate Marvel 3's more readible HUD and some smaller details with MvC3's everything else, mostly the more animated menus and expressions, would be ideal.

Also with the arguable exception of the Character Select theme, vanilla MvC3 had better menu music. Especially the Victory Theme. To call the UMvC3 version a downgrade is an understatement.
 

Neoxon

Junior Member
Watching gameplay videos, you know, im still bothered they changed the colors of the gems, i understand why they did it in the game (to match the movie colors) but in hindsight, was there ever any given reason why they were changed for the cinematic universe? i mean, did they just randomly decided to shuffle the colors for no reason?
I know in Guardians Vol. 1, the Power Stone was supposed to be red, but it was changed to purple in post-production due to Thor: The Dark World going with red for the Reality Stone. You can see this in the prop for the Orb & the Power Stone that James Gunn was given as a gift.
 

mas8705

Member
It really annoys me that the gameplay looks so fun but everything else is so bad, especially the presentation...

3jQy_OaRQXyfJQ1zaqqlzg.png


Hard to believe it's coming from Capcom.

I swear that if you had shown this back when MvC:I was announced and told people, "This is what the main menu is going to look like guys!" people probably would have called you a moron for trying to make a half baked photoshop picture.
 

enzo_gt

tagged by Blackace
Tatsunoko vs Capcom's menu was fucking great. It overall had a distinct anime sci-fi style to it which especially played into Tatsunoko's properties and several of Capcom's inclusions like Mega Man. It's held a little bit back by the capabilities of the hardware but it makes the best of it and still feels flashy, distinct and cohesive. The music was groovy as hell all around in that game.

Like, wow man. I look at how expressive Tatsunoko was and I instantly fall for it's style. I wish Capcom and Marvel realized, even in MvC3, that even though 3D models are good enough now to be "presentable" in blown up character screens, 2D art assets help add so much vibrancy. In the case of Marvel 2 and Tatsunoko I loved how the 2D artwork of characters made it feel more comic-book like. You're essentially making a comic book game, don't be afraid to flex your artistic roots and talents! Even Tekken 7 has options for 2D character portraits, despite them clashing a little bit with presentation.
TvC's UI is among the worst I've ever seen, primarily because of the way they've obscured options and made poor use of screen real estate to force you to scroll through to even know all of your options, let alone figure out what you want to select.

I cannot stress it enough, pretty much every bad thing when it comes to making great UI isn't there besides adhering to a theme like you speak of. Clashing colours (IMO it's generally ugly because of the dated look, low poly assets, crappy texture, windows media player esque effects, list goes on), way more fonts than necessary, obscuring options behind scroll effects but hinder usability and discoverability.

It's a masterclass in bad, and the hardware it had to contend with was shit, but this is all their doing.
 

Durden77

Member
I don't understand why they didn't just go with the demo menu. It actually looked pretty good there.

Do we know if this is a static menu? I mean if the menu moves and shit depending on which option you select it will look ok. But yeah if it's just static that's pretty bad.

I don't think anything will ever top that
img_31634rjxu.png

img_3164vlk6y.jpg


Man I was so hype for that game and I could not believe how bad those menus were. Like I mean god damn. This MvCI once sucks but it's still better than that heap.
 

PSqueak

Banned
I know in Guardians Vol. 1, the Power Stone was supposed to be red, but it was changed to purple in post-production due to Thor: The Dark World going with red for the Reality Stone. You can see this in the prop for the Orb & the Power Stone that James Gunn was given as a gift.

So basically, it's Thor 2: The Dark World's fault?
 

Durden77

Member
Unfortunately it looks pretty static. You still see Ryu/Cap Marvel even with the sub-menu selection.

Bummer. That video only showed battle though right? Maybe when you select options or something it will move to another setting with other characters. That's kind of how MvC3/UMvC3 worked. Let's hope at least.
 
Capcom needs to send some Ace Attorney ui/menu designers to their fighting games side. Those games all have great style. Also have the person(s) who draws all the AA key art work for them too.
 

Durden77

Member
Well in other news, as far as the casuals go..

I know a lot of people are saying this game is going to be less casual friendly than ever, but I still firmly believe that this game is going to let casuals operate on their own "plain" better than MvC3 did.

Basically 1v1 fighting with a character you can "only" tag into it a lot easier to understand than 3v3 fighting with characters you can either call to assist (that you have to select) or to tag into. I also think that, as odd as it may sound, the button layout is going to be easier for casuals to wrap their mind around as well. Even though MvC3 had a layout that was streamlined as hell for what it was and arguably simpler, most basic fighting game players are used to at least 2 punch buttons and 2 kick buttons, not 3 straight attack buttons and a dedicated launcher. That along with the easy combos and such, and I think that casuals are going to be able to wrap their heads around that and have more fun mashing easier.

Now keep in mind, like I said it will work better for their plain. Casuals playing other casuals locally, maybe the beginner mode, ect. But the two plains between casuals and serious players is going to be stronger than ever due to the new systems. However, that doesn't really matter too much, because casuals typically stay in that plain anyway.

TL;DR - I'm really thinking this game will be great for casuals and serious players alike, better than MvC3, but they will stay in their lanes and they will not mix well at ALL. But I think that's a good thing really.
 

Anth0ny

Member
Capcom needs to send some Ace Attorney ui/menu designers to their fighting games side. Those games all have great style. Also have the person(s) who draws all the AA key art work for them too.

or they could just hire a team who is actually passionate about the material

end result is SONIC MANIA




I bet Sonic Mania was cheaper to produce than Marvel Infinite and will end up making more money
 

JeTmAn81

Member
Graphic design isn't easy, I've been feeling that working on my MVCI guide app.

Of course it should be a little easier if you're a highly paid professional graphic designer...
 

mas8705

Member
or they could just hire a team who is actually passionate about the material

end result is SONIC MANIA


I bet Sonic Mania was cheaper to produce than Marvel Infinite and will end up making more money

Apologies, but I feel like this is slightly redundant. It would be like saying "Deadpool was cheaper to produce than BvS and will end of making more money." Mind you the same can hold true here, but you are talking about a game by the fans for the fans compared to a game that Marvel still has the final word in what can happen during development.
 
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