MARVEL VS CAP­COM: IN­FI­NITE

let’s call it a draw

XBox: The Official Magazine - - START - Dom Pep­pi­att

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.

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