Review

Marvel Vs. Capcom: Infinite Review

  • First Released Sep 19, 2017
    released
  • XONE
  • PS4

An Infinity Gem wrapped in a paper bag

Playing Marvel Vs. Capcom: Infinite reminded me of a scene from Star Trek I saw as a child. It involved Kirk and Spock playing an intense game of chess, but on seven boards of varying sizes, all floating over each other. It was still a game of kings, queens, knights, and pawns strategically moving between colored squares, but the multi-tiered playing field unraveled my understanding of its fundamentals. What was the purpose of the smaller boards hovering off to the sides? Do the rules of movement change? How do you even get a checkmate?

The latest iteration of Capcom's star-studded crossover fighting game is much like Star Trek's three-dimensional chess. It takes familiar gameplay systems and characters but presents them in an entirely new way, demanding players re-examine their understanding of it as a whole. Infinite represents the most significant change to the Marvel Vs. Capcom formula since its creation, and the result is a game that's not only fun and rewarding to play, but also remedies some of the biggest issues with its predecessor. However, like Star Trek's three-dimensional chess boards, it's all held together by a functional but crude frame.

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Now Playing: Marvel Vs. Capcom: Infinite - Space Stone Madness Gameplay

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The biggest shakeup in Marvel Vs. Capcom: Infinite comes with the addition of the Infinity Stones, which, in Marvel lore, correspond to a different facet of the universe: Space, Time, Mind, Reality, Soul, and Power. One stone can be taken into battle alongside two fighters, and each of them has a unique ability called "Infinity Surge" that can be used just like any other special move. These abilities open the door to a world of creative combos, setups, and strategies that the series has never had before.

Marvel Vs. Capcom 3 quickly became a game about finding the best teams and optimising their damage output, but this meant everyone largely played the same way. Infinite's Infinity Stones, however, encourage players to make characters their own, and they offer the tools to forge distinct playstyles. A Hulk player is now empowered to negate his slow movement speed by using the Time Stone's teleport function, an aggressive Dante can use the Soul Stone's health-sapping capabilities to mitigate damage from risky strategies, or a Thanos can cover his lumbering approach with the Reality Stone's homing fireball. Despite the attributes the stones bestow, each character still retains what makes them distinct among the cast. So although Hulk might have a teleport, trying to play him like Strider won't work.

The Infinity Stones also have a secondary ability called "Infinity Storm," which is charged by taking damage. When unleashed, they unlock the full potential of the stone and give its user a big short-term advantage. In the Marvel Universe, the Stones grant immense power, and in the game each one bends a fundamental rule of fighting game design to the favor of its user. Power boosts damage, Mind refills the Hyper Combo meter, Soul revives a fallen ally, Time eliminates recovery on moves so they can be chained together, Space restricts movement, and Reality gives elemental properties to attacks. The Infinity Storm is what replaces Marvel Vs. Capcom 3's X-Factor, which, while an interesting mechanic on paper, often felt like an unfair two-button death sentence. Infinity Storm briefly changes the parameters of battle in favor of the user but still gives the other player the ability to fight on through smart play and strategy. It takes X-Factor's comeback potential, but makes it a possibility instead of a foregone conclusion, and in turn the inherent tension and drama of the moment feels more authentic.

The rabbit hole goes deeper when you factor in the tagging system, and it's here where the series' other big changes lie. Capcom has simplified tagging, but done so without sacrificing depth. At the press of a button, a teammate will sprint into the fray to take over, allowing players to extend combos for greater damage or to set up tricky situations that can potentially penetrate defenses. Teammates will always enter on the ground, which means low-effort health-melting chained air combos are a thing of the past. While it's not impossible to make combos go on for absurdly long, it's hard work since the character being tagged out is slow to leave. This places high-execution demands and strict timing requirements on players, who need to keep the combo going long enough to cover the tag cooldown. It might be frustrating to find yourself on the receiving end of one of these multi-tag combo strings, but you can be sure the player on the other side is putting in the work to make it happen.

Similarly, Infinite doesn't feel like it revolves around "Off The Ground" moves (OTG) as much. In Marvel Vs. Capcom 3, these had very simple inputs and could pop a knocked-down enemy back into the air, leaving them defenseless against a continued barrage of attacks. These moves are a little trickier to pull off now due to a limited window of opportunity. Again, when you see one happen, you know it was well-executed.

Marvel Vs. Capcom: Infinite's story delivers ... [It's] exactly the kind of fun, action-driven romp you'd want from a crossover of these universes.

Infinite feels like a much more grounded game than its predecessors. It moves at a slower pace than series veterans may be used to, but it also feels more honest. The fighting game community referred to Marvel Vs. Capcom 3 as a game about shenanigans; utilising the idiosyncrasies of mechanics and quirks of characters to create situations that often felt unfair. While it's too early to tell whether Infinite's systems are completely free of these, as it stands, the game's mechanics feel much more open-ended. It's less about using communal knowledge to pick the best characters, do the optimised combos, and employ the ideal strategies, and more about treating the game like a blank canvas and its mechanics as the brushes for painting your unique superhero squad.

Of course, there are those that won't think about playing Marvel Vs. Capcom: Infinite with such granularity, and Capcom has implemented a one-button auto-combo system to help the casual player pick up a controller and make cool stuff happen easily. The game's control scheme features two buttons for light attacks and two for heavy, but by repeatedly pressing just the light punch button you can execute a full combo, starting on the ground, launching into the air, and finishing by knocking the target back to the ground. It's a completely frictionless way to execute a full combo loop for those that just want to enjoy the spectacle of it all and have fun. To balance this, the damage these auto-combos do is considerably less than a manual combo, so a serious player shouldn't have any trouble against someone doing auto-combos. The system is a simple and intuitive way to get people started. There were some fears that concessions for the casual player could impact the depth of Infinite, but the limitations of auto-combos and the complexities of manual ones creates a gulf between the casual and hardcore. But those that want to make the journey across are given a path to follow.

Capcom has made digging deeper easy thanks to a suite of training mode options that'll be familiar to anyone who has played a recent fighting game. Infinite features a comprehensive mission mode that will walk players through the basics of movement, attacking, how the Infinity Stones work, and how they can be incorporated into play. On top of that, each character has 10 individual missions that start with basic special moves, but escalate into high-execution combos. At the later stages, these missions can be incredibly tricky, so even veterans are likely to learn a thing or two by completing them.

Capcom's last major fighting game, Street Fighter V, was criticised for its dearth of content at launch, but this criticism can't be levelled at Marvel Vs. Capcom: Infinite. In addition to the training modes, there's a Vs. mode that lets you go up against another player locally or a computer-controlled opponent. There's also an Arcade mode that pits players against a series of teams before ending with a final boss, and a suite of online modes including ranked and casual matches, a beginner's league, and a lobby system.

Marvel Vs. Capcom: Infinite’s netcode has shown itself to be reliable in finding matches and, for the most part, those matches are stable in network performance. Matchmaking is speedy, often finding an opponent to battle it out with quickly. And when both players have full connections, it feels as smooth as playing offline. Naturally, with lower connection strengths the experience is more prone to stutter and, on the rare occasion, freeze for a second or two, with some input delay. However, this is at the very low end of the spectrum. Even with middling connections gameplay isn't noticeably impacted.

One of the smarter touches in its online mode is the Beginner’s League, which pits players ranked 14th or lower against each other. Wins accrue points and once enough are earned, the player graduates out of the league, making it no longer accessible. This is a great way finding footing in the dog eat dog world of online Marvel Vs. Capcom online. The post match options also make it easy to keep the fights rolling, as they let you rematch or find new players immediately without being kicked back into the online section.

The other big draw in Marvel Vs. Capcom: Infinite is its Story mode, which follows an all-star cast of characters as they travel across around the amalgamation of universes to collect the Infinity Stones and stop the villainous Ultron Sigma, who is attempting to remake all of existence in his own image. Capcom's story modes have always been severely lacking, especially next to NetherRealm's offerings in the Mortal Kombat and Injustice series, but Marvel Vs. Capcom: Infinite's story delivers. It's a narrative that keeps it simple to allow characterization to shine through, and it does. Spider-Man is a wise-cracking goof, Tony Stark always thinks he knows better, Dante is a charming rogue, Hulk smashes, and Cap motivates. There's a light, humorous quality to everything and, in its more absurd moments--like when Frank West, a normal human with a camera, is put up against Thanos, the mad Titan--the story takes the opportunity to poke fun at itself.

The battles that take place within the story are also engaging, often asking players to smash through Ultron Sigma's mechanical robots, which are low in health but great in number. Fights against named characters are much trickier and the game will often layer on an objective, time limit, or have an outside party running interference. A few of the battles even serve as little puzzles, requiring the player to figure out how best to use an Infinity Stone to achieve victory. The Story mode is exactly the kind of fun, action-driven romp you'd want from a crossover of these universes. And there are a few nods for fans of the characters thrown in for good measure.

It's unfortunate, then, that Marvel Vs. Capcom: Infinite is really let down by its presentation. Much has been made of the visuals and, while it looks much better in motion than it does in still images, overall it's inconsistent and severely lacking in pizazz. While characters like Captain Marvel, Thanos, Jedah, and Gamora look vibrant and detailed, the likes of Dante, Frank West, Ryu, and Spencer aren't exactly easy on the eyes. The faces of human characters, specifically, are very rough, ranging from vacant-looking to downright ugly in poor old Frank's case. Infinite swaps out the last game's comic book style for something a little more realistic, which only serves to make the disparity between character models more pronounced. It's a shame because the different arenas fights take place in are a very cool mashup of Marvel and Capcom locales. Capcom has put thought into how it can bring the two universes together and been successful. A.I.M has been combined with Umbrella to form A.I.M Brella, Asgard with Abel City from Mega Man to make XGard, and Monster Hunter's Val Habar and Black Panther's Wakanda for Valkanda. The games various stages carry its all-star mashup ethos through nicely.

The menus in Infinite also leave a lot to be desired. They're a very workmanlike implementation of dreary-looking text on plain backgrounds, jarringly transitioning between each other, so moving around the game's user interface feels dull and lifeless. This might seem like nitpicking at something that, within the larger context of Infinite's experience, is insignificant, but as a fan, it was a letdown. Marvel Vs. Capcom 3 felt like a celebration of the two universes; it's a game bursting with reverence for source material. Its start screen literally screams the name of the game at you like that kid opening a Nintendo 64 on Christmas morning, it plays bouncing beats in the background, its character select is a comic book that you flip through, and everyone makes references to existing relationships or obscure storylines before battle. By comparison, Infinite is bereft of enthusiasm. Marvel Vs. Capcom 3 is that person at a convention wearing an elaborate Dormammu outfit complete with a flaming head. Infinite is that person wearing a plain t-shirt with the Marvel logo on it.

Nevertheless, the mechanics underlying Marvel Vs. Capcom: Infinite make it an outstanding fighting game. Capcom has understood what caused the stagnation of Marvel Vs. Capcom 3's competitive scene and, to some extent, the issues Street Fighter V currently faces. In response it has created a fighting game focused on individuality and expression, with deep systems that reward studious players but also accommodate casuals. As someone who both plays and watches fighting games, I am excited to see what the future holds for Marvel Vs. Capcom: Infinite.

Editor's note: Marvel Vs. Capcom: Infinite's online component has now been tested and this review has been updated to reflect our assessment.

For more information on GameSpot’s reviews in progress, click here.

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The Good

  • The Infinity Stones allow for more creative strategies and styles
  • New tag system places more emphasis on skill over automation
  • Mechanics are deep and complex but casual players are accommodated
  • Story mode is fun and engaging throughout

The Bad

  • Inconsistent character models
  • Overall presentation is lacking in personality and flair

About the Author

Tamoor is currently running a team of Dante and Gamora with the Power Stone. He's desperately trying to unlearn years of three button-based muscle memory. The nerves on his fingertips are all dead. RIP. GameSpot was provided with a complimentary PS4 copy of the game for the purpose of this review.
129 Comments  RefreshSorted By 
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PolygonMan

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Edited By PolygonMan

The game is very much lacking in the graphics department, and it just feels too detached from the rest of the franchise. Even the roster is lacking, with the rest of the new characters locked behind a pay wall.

2 • 
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DeadManRollin

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I am a purist when it comes to fighting games. Sorry to say this, but I hate too much flashy and combo filled games. I will pass on this. Might give Injustice 2 a try, though.

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Avatar image for deactivated-5a726f07c989c
deactivated-5a726f07c989c

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I'll pass on this one,

2 • 
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martintule24

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Dissapointing that arcade mode does not have endings for each character. I would wait for a sale for I got it from gamesplanet for 40 on release day. Combos are always fun but the characters missing are noticeable. Just beat the story mode which I thought was okay and the mission mode is good to learn the combos.

2 • 
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deactivated-59e3719bee35c

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So can i get an honest score, from one of you here that has played the game.

Buy or not?

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martintule24

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@ElDelBarrio: Wait for it to go to 30

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crazypanther

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it has peaked my interest a little bit

2 • 
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alterzero

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I'll pass on this one, I don't like ugly games and I don't see why such a heavy one (file size) couldn't have beautiful characters.

I will play Street Fighter V instead!.

5 • 
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morocheuk

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Edited By morocheuk

That down+down+punch/kick motion in replacement of the regular DP motion is kinda annoying. It's good that they kept the old DP motion for Ryu, but for any others, it's replaced with that really awkward motion that I will never personally get used to.

Review mentioned something about character's pacing is slower, which is very noticeable. At first, I thought my bluetooth Dualshock 4 is having some sort of input lag, but took some time for me to realize it's the physics that had been altered.

I am not sure if any of those more noticeable changes are affecting new comers to the series, but for someone like myself, who grew up with the very unbalanced, but super-quick and fun actions of the previous vs. games, this iteration feels very odd. There is quite a steep earning curve for me, and I am not sure if I am enjoying the process. The stale, hype-less character select screen did not help either. IMO, MVC 1 had the best character select screen/sound/graphics out of the series, even though it had the least amount of non-hidden characters (and the hidden ones are really nice bonus).

I hope "Infinite" means the game will supported in years to come. I don't mind playing and paying for an updates, should they make positive changes for the game.

2 • 
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Str8Gr8

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Good review and I'm glad you didn't get too hung up on presentation.

I'm having a blast with this game and am only curious if my interest will wain after the honeymoon. As my first MvC fighter, and someone who wants to learn by killing the assists, the missions are all great. The character challenges are fun to just knock out and optimize combos for yourself. I didn't even know charge moves were in MvC titles!

The net code has been stellar for me and after hours of PVP I've seen good balance and the stone powers are, surprisingly, balanced. I thought these would be spammed online.

Arcade mode has a good skill progression and, get this, a boss. It's a proper arcade mode. I honestly didn't care when SFV launched without one and here I am playing through an arcade mode.

This may be because you can unlock things.

The six DLC characters should absolutely be available for everyone to look forward to without paying $90 for the game. This would have lessened the blow of a limited roster. Yes, limited, I don't think the characters chosen are bad.

The art style is strange, textures are muddy and some of the animations are choppy. Really strange for Capcom. However, all of the energy blasts are vivid, the game flows extremely fluid and I have seen few clipping issues.

This is just one of those games you dive into and get more than your money's worth or you pillage offline modes and question the AAA price tag.

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commander

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Played a lot of fighting games in the nineties but was always more of a mortal kombat fan, even played mortal kombat 9 extensively, it was more out of nostalgia though, I parted with fighting games like this pretty much since the end nineties.

This game looks amazing though and certainly breaths new life into the whole vs series. If I was still into fighting games this would certainly be on top of my list.

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Xristophoros

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this franchise has become really stale and pedestrian. terrible story mode, weak roster of characters, little innovation. capcom has lost its touch.

8 • 
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deactivated-5d4c0b80dcd76

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So when is this coming out for my Switch? I mean we got Ultra SF2...surely we should be getting MVC:I

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RJS86

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I'm impressed. This review sounds like it's from someone who's played these marvel vs capcom games before and is actually a fan.

I actually feel like I know more about the game than childish rants so again really impressed.

As for the game itself, I'm collecting my copy of the infamous surprise egg collectors edition tomorrow soon can't wait to start playing. So far it sounds like I'll enjoy it.

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Conjuration

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I must admit I haven't spent any time outside the demo with this game. But if the combo system is the same as the demo I think calling the games mechanics "deep and complex" is a strange statement. One thing that turned me off about the demo was how easy they made all the combos and moves. Idk, I got to go play it again, but they way I remember it, they simplified things quite a bit. It felt like they removed about half the skill compared to 3.

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Jag-T1000

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There's an arcade mode? How did that happen? Maybe I'll give this a try.

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registeredpunk

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Man.. does this game come with a happy meal? At least it look like it.

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altairdarius

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Well this is going to happen often when an 8 remains an 8 at the end. The new review style doesn't makes sense to this point because in a two or maybe 3hrs play you can have a full taste of a game and give it your final score. But its true that you need to give a game the chance until the end to confirm the score. GS most likely created this review system for games like Destiny 2 which have a ton of hrs to be played.

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Gelugon_baat

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Edited By Gelugon_baat

Which adjective do you think that Capcom would use for the inevitable "Super" version of the game? (That is assuming that Capcom doesn't just use "Ultimate" again.)

I was thinking "Inhuman", but that is so awkward, and I don't think that Capcom would use that after the opening episodes of Inhumans did so poorly.

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santinegrete

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Edited By santinegrete

@Gelugon_baat: hyper.

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Gelugon_baat

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@santinegrete: That's just a Capcom phrase - I don't think that its Marvel consultants would like that.

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Zorlac

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@Gelugon_baat: Kind of hoping they take the Street Fighter approach and consider the game a service. Meaning they don't give it different versions, just keep it updated so that people without the DLC can still play against those with it. Say what you want about SF5, but the way they did this has worked out perfectly.

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Gelugon_baat

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@Zorlac: Hah. Fat chance.

Capcom has a tendency to put a price tag on new content. Their policy on price tags also include content gating.

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PrpleTrtleBuBum

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@Zorlac: Best option would be the offer the new guys, stages and modes simply as DLC. But eventually they have to release new editions because a ton of new customers will just be confused and put off by the 500 pieces of DLC available in the store

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Zorlac

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@PrpleTrtleBuBum: I guess it could confuse you if you're really stupid. Otherwise the SF store handles it just fine. I don't see anything there that a half competent person couldn't understand.

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RJS86

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@Zorlac: super stv is rumored though but I totally agree, from my understanding super sfv is a free global update but will sell with existing dlc. If real I think that capcom's approach to new editions are near perfect.

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Tr4newreck

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@Gelugon_baat: prolly super/ultra/hyper ...but i like 'sucker'

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PrpleTrtleBuBum

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@Gelugon_baat: Amazing is always a safe bet. Especially with Venom being a huge sales point of the DLC

Though looking at the roster Avenger Edition might not be so far-fetched either.

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Gelugon_baat

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@PrpleTrtleBuBum: Oh yeah, yes, "Amazing"! Stan Lee would approve.

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PrpleTrtleBuBum

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@Gelugon_baat: Speaking of which, they haven't announced the playable Stan Lee DLC yet.

Withheld for the Amazing Edition I presume. Or perhaps Exelcior edition.

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Gelugon_baat

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Edited By Gelugon_baat

@PrpleTrtleBuBum: Yeah... you would think that since certain previous Marvel VS Capcom games have cartoon versions of real-world people as fighters, Stan Lee should be in one too.

Oh yeah, "Excelsior"! Oh yes!

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PrpleTrtleBuBum

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@Gelugon_baat: Plus they could give him Foot Dive, Optic Blast, Bone Claws, Stone Skin etc. moves without really giving any recognition to "those" movies

Problem is they would kinda have to give one to Capcom side too. But Inafune, Mikami and most others have left and in sour terms. Maybe Tsujimoto could feature in that Angry Joe Cobra Commander outfit. Using cash, SuperHyperUltimate version jewelcases, collectors edition items and pickpocketing attacks. Would be funny if Capcom was able to laugh at themselves that much. Make Thanos, Ultron and Jedah combined look like small time street thugs.

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UnderSeven

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Meanwhile the fans largely continue to be very disappointed by Capcom, SFV and now this. What rating did Gamestop give SFV again? A 7. So we should subtract what, three points to any score gamespot gives a Capcom game. Got it.

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zteinr

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Edited By zteinr

Totally disagree about the graphics. They look great in motion. Like having a paintbucket thrown in your face. Sure the faces arent hyper realistic, but they were never meant to be.

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Gelugon_baat

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Ryu looks a bit too much like Akira from Tekken in this game.

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airboygt

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@Gelugon_baat:
Akira Yuki is from the Virtua Fighter series.

You may be thinking of Jin Kazama, from the Tekken series.

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Gelugon_baat

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Edited By Gelugon_baat

@airboygt: Oh yeah... I keep forgetting about that ever since he made a cameo in Dead or Alive 5.

Oh wait, that means I mixed up Dead or Alive 5 with Tekken in the first place. Oops.

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Ok, as this is a Capcom game, whats up with the microtransactions?

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Gelugon_baat

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@soul_starter:There are microtransactions? Prior to your remark, I have already looked for microtransactions in this game (really, it's Capcom; Capcom learns all the wrong things about business practices), but there weren't any. There are season passes and shit though.

I still want to think that there are microtransactions in this game, because it's a present-day Capcom title. Do you know that there are any?

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soul_starter

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@Gelugon_baat: I dunno, I was asking because its Capcom, same as you lol

What are the season passes? See, that's another problem with modern gaming, content that could be unlocked in previous generations now requires one to pay. Sports games and fighting games have suffered the most as a result.

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Gelugon_baat

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@soul_starter: I would have bashed the likes of Capcom for doing things like season passes back when Valve and CD Projekt Red used to release DLC for free.

But that's not the case anymore. Valve's gone "free-to-play" as far as its games are concerned and last I checked, CD Projekt Red is making priced expansion packs.

These days, I just wait until everything is packaged into some "gold" or equivalent version before making a decision.

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soul_starter

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@Gelugon_baat: whats CDR working on now? I got TW3 for 30 quid, goty edition, all things inluded, so im with you. all about the goty editions!

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Gelugon_baat

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Edited By Gelugon_baat

@soul_starter: A "free-to-play" card game with microtransactions is what it's visibly working on now.

There is Cyberpunk, but there are just so few details about that upcoming game.

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Gelugon_baat

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Edited By Gelugon_baat

@rickjamesia: That would be awful, though I am seeing the same signs. *Sigh*.

I would say that I would be glad that CD Projekt would still be committed to no-DRM policies (emphasis on the word "would"), but the loader client that is GOG Galaxy worries me. A loader client is not exactly DRM of course, but I want self-contained packages and executable patches - not some loader client working in the background.

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Gelugon_baat

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Edited By Gelugon_baat

@chroniclehobbit: I would say here that not a single entry in the series is great, because the series itself is a misbegotten thing in the first place.

There are fighting games which do things far better than the Marvel VS Capcom series. Mechanics-wise, it's just copying what has already been done by the Street Fighter and King of Fighters series. As for the outrageousness of its presentation, there are other IPs that can match it, such as Guilty Gear and BlazBlue.

If you are a comic book purist, you would be aghast at how much liberty was taken in the representation of the Marvel characters. They talk a lot in fights, to cite an example, and that's not counting crazy definitely-not-canon shit that these already-fictional characters don't do, like Cyclops' screen-filling optic blast.

On the Capcom side, you see so many reminders that there are some Capcom IPs that have been given the Smash Bros treatment: they only appear as mere combatants in the series, while the IPs that they belong to have not even received any serious attention for years - Darkstalkers, in particular. (Heck, did you know that even though Sigma is one of the villains in this one's story, but MegaMan X talks so little?)

The entire series, if it is not obvious already, is a hype-driven machine, more so than so many other game IPs.

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chroniclehobbit

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Edited By chroniclehobbit

MVC: Infinite reminds me of an amalgamation of MVC 1 and 2. Instead of 3 on 3, players fight 2 on 2 like in the original. The gameplay is more reminiscent of MVC 2 and still brings new gameplay to the table. My personal hang up on the game is not necessarily with the game itself, but with how the disputes between Marvel and Fox have permanently affected the roster. No Deadpool, no X-Men, no Mutants what-so-ever and no characters from Fantastic 4 which were present in previous installments such as Dr. Doom. There's my rant about that.

The best of the series will always be MVC 2 hands down. I don't know what people were expecting from this game. I was not expecting another game after Ultimate MVC 3. That failed me in gameplay after I had been exposed to MVC 2 for so long. If all you are expecting is more of UMVC 3, then go play UMVC 3. There is nothing for you here. If you have an open mind and welcome back something old and welcome something new all at the same time, give this game a chance.

Let's see if gamers can round up a better review since about 60% of things I have read and heard complain about how Reviewers and critics are paid to give "Crap games" positive reception. Is that true or are gamers angry because something about MVC: Infinite did not go the way they want?

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Gelugon_baat

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@chroniclehobbit: More likely the latter. There are a lot of people who make this kind of cheap-easy accusations when the reviews on game sites tell them what they don't want to hear.

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