What I Want From Marvel Vs Capcom: Infinite

I’ll be honest. I didn’t like Marvel Vs Capcom 3 all that much. Get people in the same room with a few beers and its great fun, but if I wanted to play on my own or dabble online then I’d much prefer to put Street Fighter IV on instead. It was almost too fast for its own good, maybe I’m just getting old but the flashy visuals and super quick gameplay made my head spin. And that’s playing it – watching was even worse as I found the action at fighting game tournament EVO incomprehensible at the best of times.

So with the announcement of Marvel Vs Capcom Infinite my reaction was mixed. Starting off the trailer with Mega Man X (the best version of Mega Man) certainly piqued my interest and gave me a nice warm feeling that Capcom haven’t completely forgotten about the little guy, but as it went on I realised that the feel and style of the trailer was near identical to the ones released for MvC3.

Since the trailers release though some news has come out that does bring with it some positives.

The inclusion of Infinity Stones can either be good or bad depending on what Capcom do with them. The all-powerful stones coming in six flavours look to provide various powers to whatever character possesses them.

The inclusion of Infinity Stones can either be good or bad depending on what Capcom do with them. The all-powerful stones coming in six flavours look to provide various powers to whatever character possesses them. But how they work is still unknown at this point. What I hope is the case is you get to select whatever stone you want at the start of each match, so selecting “Power” may give you additional strength, “Time” could make you slow down your opponent and so on. As long as they’re well-balanced this could work. And as long as they don’t start adding new stones as micro-transactions. That’s my biggest worry in this post-Street Fighter V world.

There’s bound to be future DLC, and I welcome it to help prolong the life of the game, as long as they are affordable and it’s not a case of Capcom trying to bleed consumers dry. A good selection of game modes and characters from the start would help also. I like to think Capcom have learnt their lesson from releasing SFV with barely any single player modes, most of which would take three months before they became available. A poor choice, catering the game to the pro players significantly reduced the player base right from the start, and with no fresh people coming in, the old guard of SFV was all that was keeping it alive. It was no wonder the sales have fallen well below Capcom’s expectations.

After the SFV debacle Capcom did come out and apologise for the state of the launch and that they will add more time to development rather than rush games out the door. A good sentiment, but will that be the case for Marvel Vs Capcom Infinite? Only time will tell.


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