POSTED: Monday, June 26th, 2016
Interviews MVC Infinite Devs on Preserving Depth, Picking
Characters & Fixing Chun-Li's Face
MVC Infinite was shown at E3 '17, Gamespot talked to MVC:
Infinite producer Michael Evans and Associate Producer Peter Rosas.
covers a broad range of important subjects, including character roster
choices and preserving gameplay complexity. The MVCI devs were even
asked about the negative response towards Chun-Li's face in the E3
just to return to Chun-Li's face.
Evans: Haha. I knew you were gonna say that.
Are you guys gonna look at that again, given the widespread negative
Evans: Yes. Well when put that way, I say, I never wanted
to look at it again. It's super--no, okay. It is disgusting. [Said
jokingly] Of course we will look at it again. We're gonna
look at it. Can't promise anything right now, but we want to make
our fans happy, man. We're not an evil overlord company, despite
the rumors. We do want to make our fans happy. Can't promise
anything. We'll look into it. I believe Ono already said something
quote, "I never wanted to look at it again. It's super--no,
okay. It is disgusting," was said in jest, which doesn't
quite carry through into a written transcript.]
When Michael and Peter
were asked about missing-in-action X-Men characters like
Magneto and Sentinel, they gave some surprising answers...
There was recently a leak about the characters, and people picked
up on the fact that a lot of classic characters aren't there,
specifically the X-Men characters like Magneto and Sentinel. How
do you guys feel about people being hung up on that?
Rosas: If you were to actually think about it,
these characters are just functions. They're just doing things.
Magneto, case and point, is a favorite because he has eight-way
dash and he's really fast, right? So our more technical players,
all they want to do is triangle jump and that kind of stuff. Well
guess what, Nova can do the same thing, Captain Marvel can do the
same thing. Ultron can do the same thing. Go ahead and try them
just the function that people are associating with the character,
and there's no shortage of that. We made sure that all proper play
styles can be represented with our current roster. The design team
has been looking at that very closely. We wanted to make sure that
if a legacy character doesn't happen to make the roster this time,
that play style would still be represented. That somebody who has
associated themselves with Magneto wouldn't be lost coming into
Evans: The other thing is, you mentioned returning
characters right? If you look at the returning characters and you
play with them, you'll notice that they're quite different from
their previous iterations. Iron Man, he plays completely
different. He has new special moves. Obviously we wanted to keep
fan-favorite characters, but since you have the new system they're
gonna play differently. In addition to that, new special moves,
new hypers, new level threes in some cases, these breathe new life
into these characters even if they are returning. So we did
definitely make an attempt to do that.
X-Men stuff, [I] can't talk to. But I do want to talk about the
character-selection process because I think it's important.
There's three things we're looking at: Gameplay first and foremost
of course. The Capcom R&D team and us, we get together and we
talk with Marvel about what characters we want to put in. From a
character-type perspective, we want our big brawler characters,
our characters that can fly, our small characters or whatever.
Just from a creative side, gameplay, here's the characters we
want. That plays a part.
the first things we did was sit down to write the story. When we
were thinking about the story we wanted to tell, as fans ourselves
on both sides, on the Marvel side there's Mike Jones, an ex-Capcom
guy. We're big Marvel fans, so we're sitting down to just like,
"What crazy interactions do we want to see? What would happen
if Docket, Dante, and Rocket came together? What would happen and
who are these pairings that we want to see?" So from a
storytelling perspective that also played into the character
the third one is obviously the popularity of these characters. X
was one we had to get in there. A lot of fans wanted to see X, so
we brought him back. Then also we talked with Marvel very closely
about their future roadmap, about what's gonna be happening.
Warning: The next
statements from Capcom's Michael Evans may evoke feelings of eternal
sadness for X-Men
and Marvel Vs. Series fans.
posted a "real talk" video concerning the very things that were
said by Capcom in this interview. The opinion that he shares in this video
(below) is one of common sense, and is shared among many in the fighting game community.
I happen to agree with him 100% on this one.
I didn't know
"modern Marvel fans" possibly don't know who the X-Men
are. Sad times we live in... it seems.
As a big X-Men fan since the early 90's, this is a pretty disheartening response from
the Capcom devs. I'm already not feelin' the MVCI roster,
and this certainly isn't good news for a fan of the earlier MVC
games. And did Peter "Combofiend" Rosas pretty much just
confirm Ultron has "replaced" Magneto? Sad times.
As Maximilian said in his video, people don't like using Magneto
because of his "function" and moveset (alone). People
like using Magneto because he's Magneto. Designs matter... and
engaging character rosters in fighting games also matter.
Integrity to classic character designs also matter.
Ohh well, there's always hope for that "X-Men DLC rumor"
to be true.
Capcom: Infinite releases on PS4, Xbox One and PC on September 19th, 2017.
Stay tuned on FightersGeneration.com
for continued coverage of MVCI.
Infinite E3 2017 Story/Gameplay Trailer, Demo Now Available,
MVC: Infinite Gameplay/Story Trailer, Release Date, Pre-Order
MVC: Infinite Cinematic & Gameplay Trailers, First Details
Related TFG Links: Marvel
VS Capcom: Infinite, X-Men:
VS SF, MVC,
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