The pros and cons of Marvel Vs Capcom Infinite

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Are we being taken for a ride? We measure up four of the key changes

Two-On-Two

Pro: For the more casual player or viewer, one fewer playable character per team is going to make the action a lot easier to follow. It also means fewer characters to learn, less interplay and situational combos to master and more chance to get your two-character team really working as a unit.

Con: A lot of MvC’s appeal comes from its sheer spectacle, and it’s hard to argue that some of that isn’t lost in a two-on-two environment. It also reduces the amount of possibilities for crazy combos, meaning that powerful combinations of moves and characters are likely to come to the fore that much quicker. Less chance to rep your favourite heroes, too!

No X-Men?

Pro: It’s probably about time for a bit of a shake-up when it comes to mutants. Magneto and Storm have both been high-tier staples thanks to their insane mobility, so it’ll be nice to see some new faces in key roles. All is not lost, either – reports suggest X-Men characters may miss launch but follow later as DLC.

Con: A Vs series game without Wolverine almost feels like a Street Fighter game without Ryu. He’s been a mainstay since way back in the Children Of The Atom days and as much as we may not like using him, he’ll be missed. Marvel’s spat with Fox really could put a dent in the game’s launch roster, but we’ll keep everything crossed.

Infinity Gems

Pro: What we’ve seen suggests something similar functionally to MvC3’s X-Factor mechanic – a once-per-battle boost only here with perks tied to the pre-selected gem of choice. X-Factor was awesome for showboating cancels and chip damage prevention, and only fell down in terms of balancing, something Capcom will need to be even more careful of now it has multiple variants.

Con: The problem with X-Factor was that it made ‘touch of death’ combos, where landing any hit could lead to a full, inescapable string that KOs your opponent. The fear with the new system is that it could do exactly the same, or worse. What’s to stop a heavy-hitting character abusing a Power gem for silly damage, or a speedy character using the Time power to rattle out a pseudo-infinite combo? Cause for concern, certainly, so balance will indeed be key.

No Assists

Pro: If the words ‘hidden missiles’ make you shudder, the omission of assists from playable characters is probably up there with your favourite design decisions ever made. It’s another step towards a more streamlined, accessible fighter, and there’s nothing to say that a similar system to earlier games – where additional ‘striker’ characters can be chosen to dash in temporarily – won’t yet be added to the game.

Con: For the hardcore, this sits alongside the downscaling from three-on-three as the most gutting news. Clever use of assists gave defensive options to characters that didn’t have them and set up countless combos that wouldn’t otherwise be possible, making more team combos viable. Infinite desperately needs something that adds a similar layer of strategy and depth, or else it could end up feeling quite flat.

VERDICT

It’s too early to call with any degree of accuracy, but we’re quietly optimistic for Infinite. Fighting games tend to change quite a lot between builds, so we’re hoping to see some great new characters, a few familiar faces and some interesting new mechanics to replace the ones we’ve lost in the coming months.

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