Marvel vs Capcom is possibly one of the greatest mashups of all the fighting games in the genre. There were epic crossovers like Street Fighter x Tekken, Mortal Kombat v DC Universe; and for the Bandai Namco fans, Battle Stadium D.O.N and J-Stars Victory. In the end MvC continued to hold its crown throughout the gaming community. Six years after the ultimate edition of Marvel vs Capcom 3, Infinite is here which leaves one question; how does it match the hype of its predecessor?
Marvel vs Capcom Infinite offers Story, Battle (online, vs and arcade), Training and Mission mode.
The story mode in Marvel vs Capcom kept the action of a Marvel game, but a less than stellar overall. Watching the cutscenes was like a movie, however it carried one big flaw, excessive loading periods. Graphics also change between scenes and gameplay, at times losing its visual flair.
Gameplay as always is addicting, just that much more of an adrenaline rush than I can remember. While creating the best team, it’s equally as important seeking and utilizing the best infinity stone. Though basic movement feels a bit stiff, when the action begins MvC showcases their amazing mechanics and fluid string of combos. Every fight, including facing Ultron Omega reminded me of why I always loved the challenge that waited in each installment over the years. Infinite doesn’t skip a beat.
Respectfully, X-Men characters missing from the fight is noticeable and feels awkward. Characters like Wolverine and Storm were hands down most used in earlier combat, and without their return presence, players are left with a what if that won’t be answered due to licensing issues.
MvC Infinite becomes quite the experience once you’ve manage to string together unique combo’s and follow them up with a tag and hyper combo, revealing and reminiscing the true concept of what Marvel vs Capcom is all about. MvC: Infinite also help direct newcomers in performing unique moves by creating one-button auto combos. But moves are only half the battle.
The Infinity Stones are what makes the difference in each battle, ultimately replacing the old 3v3 option. There are six stones that allow characters the ability to increase time, space, mind, soul, power and reality. Time for example enables you a sense of quickness, while the soul stone can essentially revive a fallen partner. Seeking a quick victory, most players may utilize the power stone, increasing powers and knocking your opponent backwards
As for the training and mission mode they’re both considerably the same, offering the same features, just utilizing one character rather than a team. You’ll find yourself playing training more, if considering either of the two, as you can learn efficiently how to strike, tag in/out characters and use specials/infinity stones.
Graphically, some characters are incredibly laughable. Chun-Li immediately comes to mind as her hands are both longer and bigger than her face. And yes while she’s known for her legs and variety of kicks, her body proportions doesn’t come close to matching a realistic character model. Each environment on the other hand is detailed, delivering the same great 2D atmosphere we come to love over the years.
I loved the soundtrack as well as a side note. Fighting games are usually built on graphics, fighting mechanics and honestly the music which sets the tone of each battle. It’s perfect for the infinite setting, different but perfect.