Analysis of Marvel vs. Capcom: Infinite: the saga returns to its roots and maintains what has been learned, but forgets essential elements - Retrocomics

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Analysis of Marvel vs. Capcom: Infinite: the saga returns to its roots and maintains what has been learned, but forgets essential elements

Analysis of Marvel vs. Capcom: Infinite: the saga returns to its roots and maintains what has been learned, but forgets essential elements

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In September of 1996, and in the golden age of the fighting games, Capcom would leave thousands of jaws disengaged with his latest genius for recreation: 'X-Men Vs. Street Fighter 'brought together some of the most popular characters in the house of ideas with the world warriors, offering an unparalleled combos, relays and licensing show.

But the best thing is that this would be the beginning of one of the most emblematic - and beloved - sagas of the fighting games.

21 years later, the blue bomber company signs a new crossover between both universes, but it does it rethinking the saga in another direction: 'Marvel Vs. Capcom: Infinite 'does not follow the evolutionary line of the three numbered deliveries.

                    

On the one hand, Capcom is committed to offering a strong gameplay experience both online and offline, on the other hand is aware that Marvel's position is not the same as that of two decades ago. The solution? Bet on a blunt story mode.

Ryu, Iron Man, Dante, Spider-Man, Chris Redfield or Hulk cross again their destinies in a story in which both universes are reconciled through a fatal plan perpetrated by the usual miscreants of both companies, and the key to curb a triple threat that concerns cybernetic entities, demons, titans and symbionts resides in small jewels of very alive colors: the gems of the infinite.

Now, as in that 1995 'Marvel Super Heroes' arcade, these gems will not only be the thread of the plot, but all the game mechanics will revolve around them - and their different abilities - from one mode or other.

The new approach of Capcom ... and Marvel

In the beginning, 'Marvel Vs. Capcom: Infinite 'makes clear from the first minute that it is a return to the origins of the series. In fact, for comparative purposes we could say that, in playable terms, it would be a combination of the two titles included in 'Marvel Vs. Capcom: Origins ', with interesting new features and a selection of fighters inherited mostly from' Ultimate Marvel Vs. Capcom 3 '.

Put another way: we return to the matches in pairs as in the first titles of the series and we can access the power of the gems of infinity in virtually all modes, which will give us two new resources at the price of losing the third wrestler, assists and greatly limit the relay system by having our partner join ground level even though we are in the middle of an air combo.


This does not have to be interpreted as a mistake, but as a playable rethinking that - in the long run, and after several games - ends up giving the reason to Capcom: each of the fighters has added at least two movements or a hyper to his repertoire and return to the two-button punch-and-kick system of 'Marvel Vs. Capcom 2 'gives a greater sense of control at all times. Now, if we do not know very well how to take advantage of our character will suffice to repeatedly press the loose punch button and run a combo automatically.

In fact, after several battles it is clear that Capcom has designed this new game system to leave no one behind: more tanned players will be able to experiment with this new series of tools impossible combinations and improve their times thanks to new shortcuts, while those who did not make the leap to the last two installments for being too chaotic, or simply attracted by the claim of Marvel heroes, will find a very cozy fighting game that emanates a huge depth from the first round.

The secret weapon of Marvel vs. Capcom: Infinite: a complete online and offline experience

In fact, and taking into account this last one, when it comes to tackling online, we will not only have classificatory, casual and roomfights where we can put our skills and learn new ways to experiment with the gems or realize strategies of couples and relays: Capcom offers a League for beginners in which players with a ranking 14 or lower can play without feeling frustrated. The goal: that all users dare to make way for their online mode.

Now, as we said in VidaExtra, Capcom has taken note of the absences that had 'Street Fighter V' launch: in the offline section we can measure our abilities against the CPU through its own Versus mode or with a more than grateful Arcade mode that, despite being rather simple (eight battles, two bosses and endings without endings) gives us the option to make requests for combat online without having to wait in training mode and unblock some new color in the process.


But the secret weapon of this game is its story mode: a kinematic experience in which we will know the origin of this fusion of universes and see a succession of curious alliances, a pair of unexpected betrayals and a race against time for the gems of the infinity distributed by Xgard, New Metro City or the laboratories of AIMBRELLA. And yes, some of the future DLCs like Black Panther or Monster Hunter will appear - although we will not see them fight.

However, just like with 'Tekken 7' and unlike games like 'Street Fighter V', 'Injustice 2' with its Multiverse Mode or the 'Ultimate Marvel Vs. Capcom 3 'through' Heroes and Heralds', the lack of a content system, missions or weekly challenges conditions the replayability of the title to its online section and the six extra announced fighters. While there are test modes and tutorials that will keep us amused, for weeks, the unlockable scenarios (up to a total of 18) and the gallery are achieved in just two evenings.

This is all very well where are Wolverine and Magneto?

It would be unfair not to address the issue of wrestler selection in view of the small number of new faces and the much-missed absences of this delivery. At the beginning, and as suggested by the leaks earlier this year, there is no trace of the mutants in 'Marvel Vs. Capcom: Infinite '.

That does not mean that they lose their combat styles: Ultron receives much of the skills of a Dr. Doom that has remained in the inkwell, and thanks to his sword, Gamora recovers that aggressive point that gave Wolverine to the assaults and melee loads. In fact, the character of Thanos - which returns from 'Marvel Vs. Capcom 2'- has been completely rethought. Many of the playable resources are there, but it seems that the game would have been much better with some X-Men among the 30 selectable.


Although the absence of these has not been justified, the story revolves around the gems of infinity and the characters included by Marvel have some kind of relationship with these powerful jewels. However, users of 'Marvel Vs. Capcom 3 'will miss those scenarios full of winks to comics and games, or those alternative colors that include subtle modifications that referred to a particular comic or character. Seen seen, the most similar in 'Marvel Vs. Capcom: Infinite 'is able to play with Gray Hulk.

Does that make 'Marvel Vs. Capcom: Infinite 'is a game worse than its predecessors? Absolutely. As for the quantity and charisma of their fighters the new game of Capcom may be behind the previous three installments, although the returning ones, which are the vast majority, had never been so complete.

But the bottom line is that - as a gameplay - 'Mvs.C: Infinite' is unquestionably solid, tremendously interesting for those tanned in fighting games and especially fun for everyone. Although the most accustomed to 'Marvel Vs. Capcom 3 'will have to undergo a process of relearning.

Where is MvC: Infinite in the current fighting game scene?

Capcom has risked a lot with this latest crossover, especially considering that does not too reissued 'Ultimate Marvel Vs. Capcom 3 'in today's consoles and PCs. In fact, the easy thing was to add a good number of new faces and maintain the same game system. But, as we said at the beginning, 'Marvel Vs. Capcom: Infinite 'is not the fourth numbered installment but a rethinking of the saga from its roots, carefully designed to reach as many users as possible.


The pace of the fighting is frantic, and although we will not see those spectacular hyper double (or triple) combos that settled the saga, it is possible to enjoy more cinematic movements and animations much more careful that respect greatly what seen in the previous installments and try to innovate in the right direction. One step back? Rather a turn that generously expands the possibilities.

However, it is impossible not to compare this delivery with the current panorama of fighting games today. Being completely fair, 'Marvel Vs. Capcom: Infinite 'is more technical and deeper than' Tekken 7 ', more spectacular and simple to tackle than' Injustice 2 ', more complete in game modes than' Street Fighter V 'and fighters are much more defined and contrasted that the saiyans of 'Dragon Ball FighterZ'. But this does not make it a better game - or worse - but different from the previous ones.

              

That Capcom has succeeded in rethinking this unnumbered delivery of the crossover saga with the Spiderman House, The Avengers and the Guardians of the Galaxy 'is something that is in the hands of the users, as always. But, absenteeism weighs heavily on a game in which the main claim is the available fighters, 'Marvel Vs. Capcom: Infinite 'has all the ingredients to become one of the great fighting games of this generation.

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