You know when the ugliest motherfucker in the game (Nemesis) manages to be one of the least gross looking characters then something is wrong with your character models lol
I kinda dig Haggar’s face in the game ngl, and he was really the only one with half decent voice acting as well.
Possibly but giving the fact that that both games were built in UE4 and use Kagemusha code. How difficult could it be. One of the main benefits of sharing engines is the ability to bring tools from one game to another.
It’s funny because most Capcom games look gorgeous.
MVCI looks more like Marvel Contest of Champions than it does any Capcom game.
And the fact that Marvel had their own guys come in and do the Marvel side’s music also shows why the themes were forgettable. All of them sounded like orchestral horseshit.
That is not how it works.
Unless you have build your software to be easily upgradable, you can end having problems trying to port modules from one project to other.
The benefits of using the same engine are negated the moment you are running custom software over it, specially if you didnt plan ahead for making it easier to port.
Is like building a house, if you dont make a good foundation, you will probably not be able to make a 2nd floor.
Giving the history of both projects, you could bet that they cut corners in both of them, making the portability of modules made by different teams in different countries with a language barrier to boot more complicated.
Since it could mean rewriting more than just the networking modules for both the client and the servers.
There is also the fact that SFV runs on a separate network infrastructure, one “owned” by Capcom, and there are problably a lot of stuff going with it that can complicate even more the implementation of the changes made for MvCI.
Which runs on the psn, xbox live and steam servers respectively.
Perhaps implementing the changes on SFV will require an extra investment in the network infrastructure to make it work.
Or maybe the network infrastructure is incompatible with the changes, so implementing it will require changing the whole thing.
Which is another thing, outside the technical limitations, there is also the cost bennefit/economic side of such project.
Maybe the cost of doing so is not seen as a bennefit due how much it could cost.
And judging by how they still haven’t ported it, we can be sure that something is preventing that.
Yet another loss for Super SFV gang.
Embrace the future. SF6 will bring back Makoto, Zoning, AAs that actually make people second-guess their jumps and good netcode.
That game really needs a sequel. It’s a good foundation that needs tinkering. If they eliminate being KO’d by supers and have proper health they could have something great.