"Marvel vs. Capcom: Infinite" Plays Just Fine, But Only Feels Like a Function of a Better Fighter
crunchyroll.com/anime-feature/2017/09/20-1/ma...Posted Sep 21, 2017, 1:34 AM UTC
Posted Sep 21, 2017, 1:34 AM UTC
Seems crazy to me that they are charging 60$ for this but they did the same thing for an unfinished sfv so I'm not that suprised.
Here in Canada the "full" edition of the game, with all the currently announced content, is $120.
It might be fun if a Steam Admin "accidentally" applied the Early Access warning label to this game.
The game is fun. Fast paced.
My problems are that the graphics look bad, awkward animations for story mode, story is bleh, roster is unispiring. The design for the roster looks bad.
Everyone has to have an inspiration rooster. Bakawk!
To confirm, this has the frame delay that SF5 had right?
If you mean same amount of input lag then yes
6 frames
No. Sfv on release was 8 and this on release is 6. 2 frames less but the 6 frames is apparently closer to what it was on the PlayStation version of mvc3. Pc will have less delay and the xbone might but verification on that yet.
Didn't capcom say something to the effect that the reason they didn't include X-men is because people wouldn't know who they were?
There is also Combofiend's infamous "functions" comment.
Capcom PR in the last 5 years has left a lot to be desired.
It's sad really. Seeing fighting games being carved up piecemeal and then having PR departments attempt to justify the greed.
They talked big but in the end they couldn't go full functions.
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Honestly, Honestly, HONESTLY: This is why pro-gamers need to not have such big decision-making say in the final product. All throughout this hype-up to release, the main liaison between fan and community have been pro gamers, with pro gamers taking on producer or contributor or some kind of guidance roles throughout the project.
The reason we stick with games is the deep mechanicals features but the reason we fall in love with games are the aesthetic features (art assets, music, etc.) so while the focus was on frame perfect inputs and hitbox scan detection into advanced scenario building (or whatever) they rushed the aesthetic and made a lesser product for it. This thinking is what lead to the notorious, "Characters are just functions" interview.
The thing is that they seem to consider the MVC aesthetic to be unreasonably flexible in accommodating a marketing focus. Like "it doesn't matter if we replace half the cast with functional, more marketable gameplay equivalents" because people are dumb and will forget what we aren't trying to sell them anymore, right?
That sort of attitude kind of scares me, the idea of progress rendering everything in the past as 'lesser', or obsolescence solely by virtue of not being profitable anymore. I believe people are smarter than that, but are kind of being told to simply only care about things in the present or future, and to leave behind whatever came before when a new focus for their attention is given.
I agree with the result but not the cause. Pro player input being the cause of Capcom not putting effort in doesn't make any sense. They are a team, they can multitask developing multiple parts of the game at once. If the game looks bad and has a terrible UI it's because Capcom chose not to prioritize it. SFV has similar problems. You can make a good fighting game and still have time to polish the aesthetic. See: almost any other fighter. Guilty gear, skull girls, BlazBlue, Dragon Ball FighterZ, etc.
To copy a comment I heard recently:
I had a blast playing MvCI locally for the first time today. Gameplay is fast, solid, and leaves a lot of room for experimentation. But I was left wishing that the game only looked much better, had a better roster, better character models, better voice acting, and had any kind of art direction.
I feel that the problem with Capcom's recent fighters (this game and SFV), is that they lack polish. They feel rushed and uninspired. They lack effort and love put into any aspect of the game outside the gameplay (in MvCI's case), which just makes them feel soulless in comparison to their predecessors, and especially compared to other games released this generation.
I look forward to watching it and playing it occasionally but I also wish Capcom stepped up their game a little. (It can be argued Capcom feels no pressure to really compete considering their legacy practically guarantees them top dog position in terms of popularity and public exposure).
It's a bit strange that the inclusion of Denuvo isn't mentioned much anywhere, when it was a major point of contention for Sonic Mania. The only place I saw mentions of it were the Steam reviews when it caused framedrops. (Some reviews also said the mods were deleting forum posts criticizing the game as well.)
The difference here is that Sonic Mania doesn't seem like the kinda game that you would need an internet connection for while Marvel Infinite is more online oriented. Also anything linking framedrops to Denuvo needs inspecting and a healthy dose of skepticism.
Also Sonic Mania didn't mention it anywhere on the storefront, while MvCI did weeks before the game launched.
Correct, kinda came out of nowhere with Sonic Mania; thankfully that mess was solved... if I recall correctly.
Is it not true that Denuvo affects performance?
The "official" consensus on Denuvo is that implementing it poorly (100's a call a second or more) can lead to washy network performance as well as capping your CPU leading to frame drops.
This isn't an issue with Denuvo though and moreso an issue of the settings used within Denuvo and as far as I have seen (myself and a dozen or so streamers as well as tournaments going on right now) this doesn't seem to be an issue.
Another six months worth of work on this game and I bet it'd be great. As it is, it'll probably be a lot better in a few updates, not that it's a bad game right now, it's just missing a lot of polish like you said.