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Re(1):MvC:I thoughts and announced DLC
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I am seriously addicted to MvCI. MvC never was a series that important to me (I already said countless times that I don't care for the nobodies in spandex that clutter the right half of the screen), and this game has already many things going against it without even having to compare it to the previous entries. Season 1 having only 2 Capcom characters should have been the nail in the coffin. But I bought it day 1 anyway because Jedah compelled me to do so, and after playing a couple of hours I can't remember the last time I've been obsessed with a fighting game like that. Yeah, it's ugly, the roster is terrible and the sound design is shit. But the gameplay is just pure bliss. It's especially visible that the people who designed this game knew what they were doing when you consider the amount of new stuff Jedah received in this game. Generally, new characters in this series get good tools for the first game they appear in (Strider or Commando in MvC1, Cable in MvC2, many in MvC3, Gamora in this game for example). Older characters get copy and pasted without much care with the new system they're in, and sometimes they're shit and sometimes they're broken: Magneto, Storm and Sentinel ended up dominating MvC2 because of the little of care that went into them, and while she got into MvC3 Storm was never as powerful, even though she received some adjustments and the games were very similar. It could be argued Zero was so overwhelming in MvC3 because he comes from TvC where the different mechanics didn't allow him to be so insanely cheap (but you could also argue it's impossible to design Zero and not make him broken in any fighting game he's in). One of the things that make Ghost Rider in Infinite so good is that he's barely hanged from his previous appearance, but the game is entirely different and his gameplay seem to magically fit the new system like a glove. It's worse for Vampire characters in particular (Morrigan excepted), because of their power level in their game is so much bigger than Street Fighters' that most designers seem to have believed it was enough to tweak a couple of move properties, give them a super jump, and there, you have a versus character. It may work for Felicia or Sasquatch if he ever comes in, but complex characters like Buletta, Anakaris or Leilei ended up being wasted slots in MvC2 and 3. Jedah is the first non-Morrigan Vampire character to receive extensive adjustments to the point of being as much of a new character as Thanos. His original design only had two cinematic grabs as supers, which would have been difficult to use in a normal MvC, and downright atrocious in Infinite. However, amongst the many things Jedah received is a new aerial super which is probably one of the most interesting utility tools in this game (something to hold an opponent in place while you switch characters and prevent the opponent's switched character to interfere, while looking all cool as shit). The grabs are fantastic tools now they're not his only super, the new scythe swipe solves many of this ground problems while making perfect sense with the game's bounce and OTG systems, and all his air moves have been entirely redesigned to adjust better to this particular environment. Plus, the idea of holding the projectile to control its size is an elegant and brilliant solution to a tricky balancing problem for the EX version. I'm not saying he's good in this game, I'm not skilled enough to know that, but he makes sense with it, he can use proficiently all of its systems even if he may not excel in them or other characters are more powerful than he is (Gamora?). He'd also be much less interesting and maybe even bad if he had appeared in that state in MvC3 for example. The people who picked Jedah in the first place for this game, then modified him to fit in Infinite are absolute masters in fighting game design. The possibility of swapping your assist character any time breathe new life in a game that had gotten severely stale after MvC3. The new system rewards reflexes, creativity and intuition over memorizing long combo strings, and is just an absolute joy to play. It's sad the game seems to be sent to die with zero marketing, because, even more than SF5, Infinite is the testament that NeoG's departure didn't kill the talent in Capcom's fighting game department. It's unfortunate the game didn't receive the amount of creative liberties that MvC3, and I'm playing on PC so it will probably be dead in 2 weeks, but right now, I'm struggling to remember any fighting game released after Savior 1 that hit all my pleasure zones so perfectly.
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