To the guy that said nintendo seems to understand what customer want, I rebate you by using to words
NES mini
People were lining up to buy the damn thing and they stopped making it. Nintendo hates money.
Also Zoe Seldana is the hottest black woman on the planet.
I honestly would have more faith if the American branch were in charge. Throughout the years the US branch of Capcom are the most aware of the company’s public perception and would change things if they weren’t at the mercy of their Japanese overlords. Capcom USA no longer has in house studios. Their only Western studio is the one in Vancouver that develops the Dead Rising games.
Imagine if the characters were just 24 (less than 30)? with story mode, versus mode a (new)gimik mode and the upcoming characters would probably be just returning UMVC3 characters.
No xmen and F4…
The rest would be 3 DLC along with Venom, Panther and Sigma…
They just need to raise their standard and always think to be better than other possible FG not just by IP and social influence.
SNK from bankruptcy did everything from scratch while delivering bigger content and fix all there criticism in development period.
That seems more like it’s another thing influenced by modern day “flat design”. It’s something that’s you see in most digital interfaces these days. Skeumorphism, being made to look like real objects, is out, and flat interfaces are in, or so Silicon Valley wants us to think. Western game development has been heavily influenced by this way more than Japan. You see it everywhere in the interfaces and HUDs of most games.
Heck, the whole simple character select with a stage background, flat character grouping/boxes, and in game models instead of portraits has been a thing in other games. MKX had it, and even non-fighting games like Overwatch have it.
The debate over flat design versus the more old school skeumorphic design has been going on for years now and has also invaded the video game space. It’s honestly something bigger than just this game and could probably encompass its own thread in GD.
The game is being made in Japan (well the main coding, the art assets are, as with most art assets these days, being outsourced). The guy behind the game is a Japanese dude named Norio Hirose, who’s most well know for X-Men vs. Street Fighter, but actually worked on all those old Versus titles, as well as Project Justice, CvS, and Monster Hunter. If you look up the credits of old Capcom games and see the name “Sailor”, that’s him.
The worst of this game is that… it doesn’t feel like an ‘improvement’ over MvC3.
Graphics are not great at all.
The ‘best’ thing they’re offering is a “Story Mode” that looks not much better than a Machinima video, and the writing is dull. I had a lot more fun watching a couple winquotes from MvC3 than watching 12 minutes of this story mode.
The new gameplay elements are nice, but they can be also considered an ‘equal’ to MvC3. They can’t be seen exactly as an improvement, some people, even casual gamers, will prefer the 3-characters teams and other things like the X-Factor.
The roster is almost a complete repetition. A couple new characters won’t make people who already have the previous game rush into the stores.
Specially when you’re offering a bunch of DLC characters already. It’s disheartening.
Yeah it feels like just another variety not a more bigger and better game.
Honestly I’m not surprised with the visual aesthetic of individual models its like an intentional thing since SF4. It’s either to make a memorable impression, to associate something or just became a trendy meme to spread into social media. Other thing around is for the gamers to gravitate to the DLC costumes that is ca$h.
I just missed the times when the art direction and design characters were treated as a branding and icon not just a character with the same name but different looking and also acting differently or the worst trying to be someone else to be associated and relate with. Iconic character visual should be always improving or stay the same not trying to be trendy, different or associate with other characters.
I know simplicity and minimalist design are trendy and also user friendly. I prefer those also but those are only suitable for unfamiliar, additional, exclusive and new UI elements because they need to be easily recognizable and memorize. Those UI that people are already accustomed into should be stylized UI like the previous MVC3, SF4 and the rest of FGs.
Capcom is known to have a sort of “Standard” and" Quality" in FG than other FG developers, So others should not market and justify this as a game of “brokenness” because that also contradict the known “quality gameplay” like gameplay is important and gameplay mechanics is better that many brags to be only exclusive to Capcom’s brand of Marvel. I remember Jojo bizarre had been criticize for it’s infinite and brokenness as if this people used it to justify the game to be poorly design while now they are praising every other Marvel brokenness as if it is the edge to every fighting game that seems bias and I don’t believe that is solely what it makes Capcom’s Marvel better among the rest. We all know being broken is not a Marvel exclusivity but also now gameplay mechanics is not their exclusivity either. What left with them is branding and characters that’s why they should be not solely dependent on publicity, legacy and marketing alone while providing a low budget and poor time table of development period. They need to standout with the quality to be better from characters and content since brokenness is here to stay, graphics is not important like some brags and mechanics is now not exclusive. They should rethink their strategy standout by quality as a whole not by legacy and name alone because they are risking there brand name.
The example in question is FFXV. I don’t know if you remember the demo Episode Duscae from 2015, but basically that demo was intended to run at 30fps but dipped to as low as 14fps in chaotic moments, and that was with anti aliasing switched off at ranges farther than a certain draw distance. Basically the graphics were too good, there were lucious particle effects and hundreds of strands of grass that went on forever, but they wanted to put out a demo anyway and made these compromises to release a somewhat stable demo that was a good enough gameplay experience, even though the graphics beyond close up looked horrible.
One year later comes around FFXV and 50% of that detail is gone and is represented in textures instead, character models got downgraded, hair was gimped, they had to downgrade a lot of stuff to make the game run steady at 30fps because what they were building was too much for the PS4 to handle. In the trailers Nomura used to use PC based hardware to render the game at higher detail and fidelity to make the game look better than what the PS4 was actually capable of, and in the end what we got was a inferior product, even though it’s still one of the best looking games on the market. You have to say at least Capcom are being honest.
In this case MvCi demo doesn’t have any anti aliasing and you would have to assume that it’s for similar reasons, that what they’ve currently got now doesn’t perform well and they had to cut the filters in order to make it a smooth experience. But MvCi isn’t a giant open world game, it’s a fighting game, it doesn’t need 12-18 months in order to fix it, the particle and beam effects need downgraded (look at Rocket Raccoon his fur looks like shit as well). If the game had anti aliasing on and ran at 30fps I’m sure most people wouldn’t be as disappointed with the graphics as they are now, because honestly the game looks nice apart from the HUD, it’s super vibrant with lots of rich colours and particle effects that radiate and look gorgeous, and the only thing people can focus on is Chun-Li’s nose, or Chris’ lip, or Dante’s eye, when you’ve got all of this stunning eye candy glowing everywhere.
If they’re gonna have the game running with anti aliasing then it’s probably going to be a similar scenario becaue if they could have had it switched on, they would have it switched on. To see for your self, go into options, select HUD adjust and hold triangle, you can see a still of the game and get a good look at the graphics your self.
Honestly the shape of Chun-Li’s nose, Dante’s glazed eyes, that’s not representing the whole package and to say that the graphics suck when 95% of the graphics actually look nice, is a massive overstatement. Don’t get me wrong I’m not a SFV apologist, I’ve never even touched the game it’s such a train wreck, but I kind of have sympathy on this one. I don’t think the entire game looks bad, I don’t think it isn’t fixable, and by the sound of things it was Disney doing all the dirty work not Capcom.
Personally I think SFV looks shite, I like colours so the aesthetics of MvCi appeal to me. I do see flaws, but it’s not one of these “graphics suck game sucks” moments that everyone seems to be having these days. Fighting games depend on performance, they need to be steady for competitive play so it’s Capcom’s utmost priority. They had two choices, put a game on the floor that looks good but plays like shit, or put a game on the floor that looks like shit but plays good. As a duty to their fans they did the right things, provided a gameplay experience.
If this game looks like it does now on release, honestly, on stream I’ll eat my own shit.
If the case is not about to sell off or to make the design trendy in a way either from social media or being like something else. It’s like the guys that made those 3D facial aesthetics didn’t love or satisfied with the visual of the characters in previous games that made them messed-up. Unlike those that are making DBZF game it’s like they enjoy doing it that it even looks better and that it standout from it’s anime scenes. They have been better not by making it look different o change rather than staying faithful to the branding and design while improving in animation and detail without adjusting, altering and adding stuff in the individual character design by their preference or the preference of others.
Art direction and style guide is an important part that should be always preserve and shouldn’t be risk for the sake of prioritizing other means or personal style.
If @flicky’s latest post was his original post, I’d have given him more benefit of the doubt early on, despite my beliefs of Capcom phoning it in and that this game could be a disaster.
I HOPE I’m wrong. But right now, ArcSys is leading the pack, so Capcom needs to have something up their sleeve to make this game stand up.
Maybe the graphics are on purpose. This is a re-imagining of the marvel vs capcom universe where Dante is eternally suffering from food poisoning and Chun Li has Down Syndrome
Marvel is always a disaster. If it’s a disaster then everything falls into place. The surprise will be in things going right, not wrong.
The same thing will happen that happened before with MVC3. A bunch of better games come out that people should play, but they won’t play them and Capcom still stays the big focus in tournaments. DBZ will most likely be the first ArcSys game that competes on MKX/Injustice likes levels with Capcom in the FGC, but that’s about where it will go. It’s just Dark Ages Part 2 where there’s more stuff competing with Capcom but they can’t shake them.
3rd Strike was a bad, random game that Evo staff hated, but you couldn’t beat it for tourney entrants.
While it’s a fun theory I really doubt it’s true. Making half the roster ugly to make the Marvel characters stand out is a fucking horrible idea because you just end up with your prestige IP’s associated with an overall bumfuck looking game. Disney is not that stupid, they’ve built their empire on understanding the importance of presentation.