MARVEL VS CAPCOM: INFINITE
let’s call it a draw
Despite some deep and satisfying new mechanics, Marvel
Vs Capcom: Infinite is a hard game to love. Granted, it brings in some versatile and progressive new options for you to use in fights, but presentation and production values of the game leave a lot to be desired – especially when held up against past entries in the franchise. It’s clear off the bat that Marvel
Vs Capcom: Infinite is riding on the coattails of the series: it cuts and pastes characters almost entirely wholesale from the previous game, using the same animations and moves in this generation’s first Capcom crossover fighter. That in itself isn’t a problem – many fighting games feature returning characters – but when you examine how little else is new in the game, it does feel like you’re getting a little short-changed.
The game itself feels unfinished. It feels cheap. The UI and the graphical polish of the game make it feel pretty low-budget, and the character models and animations all feel like they take way too many shortcuts. This rarely affects the gameplay – which, in all honestly, is usually tight and responsive – but it’s hard not to notice that some super attacks won’t hit where you think thanks to dodgy hitboxes and animations not matching up with frame data.
Offsetting these complaints are the new mechanics – Active Switch and the Infinity Stones. Active Switch gives you the freedom to play intricate mind games with your opponent by bringing in your partner at any time in a fight to interrupt combos, add more elements to your own moves, or just pile on the pressure. It adds a lot more flexibility to the fighting series.
Then there’s the Infinity Stones – six variable abilities that can complement a character’s moveset. One allows a character to gain a projectile, while another guarantees a rebound hit – thinking about how these work with traditional fighting game gimmicks adds a whole new layer of depth to the game that can make battles unpredictable and tense. Think about a typical contact bruiser like Haggar with a teleport ability – it redefines every fighting game classification and gives you a
lot more to learn as a result.
Grip it up
Luckily, the game comes with an in-depth Mission Mode that will help you get to grips with most of the mechanics, though it’ll never teach you how to make the most of the Stones or Active Switch. It’s beginner-
“It looks a bit naff but there’s depth, complexity and variation here”
friendly, though, and even has button-mashing friendly mechanics like Auto Combo and Easy Supers to lower the barrier of entry for new players.
There’s also a camp, high-drama single-player mode on offer, too, but we’d recommend avoiding the game if that’s your sole attraction – Marvel characters lack charm and the Capcom characters often feel underdeveloped or lost. The campaign’s short, it’s pretty badly presented and despite some exemplary fan-service, it’s just a bit rubbish (except for when you’re actually fighting). That kind of sums up Marvel Vs
Capcom: Infinite, really – it looks a bit naff, and it’s presented poorly, but underneath the unattractive exterior there’s a game that really excels as a 2v2 fighter. There’s depth, complexity and variation inside this ugly duckling, and if you’re a fighting game fan after an explosive, bombastic experience you could definitely do worse.
right Despite some poorlydone character models, you can always tell who’s who in the game, and everyone rocks their signature look, too.