GameInformer

Marvel Vs. Capcom: Infinite's Gameplay Is A Huge Shift For The Series

Suriel Vazquez
 

Marvel Vs. Capcom Infinite could end up being a divisive game. Although the Versus series is often seen as a chaotic display of flashes and super moves, it has a surprisingly consistent core. Three-versus-three battles, assists, and a six-button layout have defined the series and for almost two decades have held the attention of a hardcore group of fans. Speaking with representatives from both Marvel and Capcom, the first two of those three core tenants are gone in Infinite, and they wouldn’t confirm the third.

Infinite’s fights are fought two-on-two and without call-in assist attacks, which might make some series fans a bit skeptical. But the move didn’t occur without a lot of consideration. The team at Capcom considered the decision for a long time before settling on two-versus-two for the sake of accessibility. Although frantic combat is core to the series, Director of Production at Capcom Mike Evans wants more casual fans to be able to jump in without being overwhelmed; in Marvel Vs. Capcom 3, each player has to choose three characters from an enormous roster, then choose one of three assists for those characters.

In Infinite, you’ll only have to select two characters and one Infinity Stone. That trade comes with its upsides, even for more seasoned players. For one, you can now instantly swap in characters at any time. You can do this mid-combo, similar to Marvel Vs. Capcom 3’s Team Aerial Combos but faster, and available on the ground as well.

Capcom hasn’t nailed down specifics about how often players will be able to swap characters this way, but mentioned the goal is to give combos the freeform feel and endless permutations the series is known for. Having two characters makes this system far more manageable, since players will know for sure which character they’ll be swapping into during their combo, instead of having to memorize their team order.   To expand the number of options further, Capcom has removed the old “X-factor” mechanic from Marvel Vs. Capcom 3 and replaced it with six Infinity Stones. This not only hints at some of the potential plot points in the game (since the six stones are a nod to the Infinity Gauntlet), but acts as a way to customize your two-person team.

The two Infinity Stones we were shown had "power" and "time" abilities. Power seems to increase the potency of each attack and could potentially offer new super abilities while active, while Time allows players to dodge moves and pull off flurries of punches and kicks, increasing combo potential. Each stone will grant one ability that can be activated at any…

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