This game needs the KOF XIV graphics update lol
Because it's Marvel, I tend to notice the visual effects and the animation more than the models. The former two are about what I expected.
As I said earlier, I think they went for the action figure look, but they didn't quite get there.
I will say that I don't care for the UI/HUD fonts Capcom has been using this generation. They are boring and uninspired.
As long as the game turns out to be fun the UI/HUD will become a distant afterthought. It was the same way when they changed the display from MvC3 to UMvC3 and everyone cried wolf.
Exactly. I don't know why people keep thinking this. MVCi comes out in 5 months....the game isn't getting any type of major overhaul at this point. At most, it gets some type of slapped-on HD texture, which might even be a post release type of update. Also, I bet we are getting 20-26 characters at launch lol.
At less then half a year out from release a game should be more or less content and feature complete, and all work would be on bug fixes and optimization.
That said, given the state of SFV, we can expect this game to be in Early Access for 12 months (or more) after release.
Who was the guy at capcom that admitted they fucked up bad with the premature release of SFV?
Capcom option select
https://twitter.com/diamonon/status/857328841626222593
It looks like an NRS game to me, which doesn't bare well on Capcom.
That said, are recognizable voice cues a big enough deal in fighting games to not have multiple takes for each line? Back in the heyday it was all about storage/ram limits and you had to make due, but now even consoles are sitting with 5gb+ ram for games to fill up. Skullgirls already does it iirc.
I would love multiple voice clips for each goddamn move, honestly. Anything to spare us from the Ironfist "I have all of 5 goddamn voice clips for my normals" shit again.
When a game encourages combos of over 100 hits, hearing "EAT THIS!" 45+ times, to the point where the clip overrides itself multiple times in a row, just becomes grating.
Do better.
MVC3 already had this; multiple characters had different lines for doing specials/supers on ground or in air ("Unibeam" vs. "Fire!", "Photon Array" vs. "Dodge this!", "Mighty Spark" vs. "Mjollnir!", etc.), as well as different lines for using supers in DHCs.
SF5 has different lines for different strengths ("Senpu" "Senpu Kyaku" "Tatsumaki Senpu Kyaku"), but I don't think the problem you are complaining about is really resolvable. Outside of reducing voice clips to generic yells and grunts, in a game where a fairly standard non-infinite combo can involve nearly ten foot dives, you're going to wind up with voice repetition of any spoken lines.
Personally, I'd rather see more voice samples go towards differentiating move strengths, rather than increasing the audio variety when people start the combo video playback (and to be fair, there are a lot of characters like Hawkeye, Strange, Dante, and Chris where different strengths are already different moves). But that's me.
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On a different note, does an MVC3 shader make the game look better?
Spoiler: show
God damn that shit was hype
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Ultron and Chun look fun to play. Chris Redfield looks absolutely terrible.
Man. I'm cautiously optimistic about this!
http://kotaku.com/marvel-vs-capcom-i...e-a-1794685310
Confirmed MvC2 button layout with L1 reserved for infinity stones and R1 as tag. He goes on to talk about easier inputs but I'm with others on this one: they prolly dumbed it down for press derps.
Edit:ruh-rohusing Capcom’s proprietary rollback netcode