Following a scheduled maintenance period today, Destiny 2 is back online, and a new update is now available. Among other things, it addresses the controversial item that featured a design associated with a hate group.
Bungie announced last week that it had discovered an item in Destiny 2 "share[d] elements with a hate symbol." It described this as unintentional and apologized, vowing to remove the item swiftly. It did now specify the name of the item, but fans quickly discovered that it was likely the Hunter's Road Complex AA1 gauntlets. A longer-than-expected maintenance period last week saw the item partially, but not completely removed--the actual in-game version was replaced, but the thumbnail and inventory view still showed the original version.
Although it's not mentioned in the patch notes for the new update, version 1.0.1.3, Bungie has now completely removed the offending imagery as promised. In the images above, you can see that the design is now gone. The underlying style of the armor remains the same, just with the pattern in question no longer laid over the top.
Aside from this change, update 1.0.1.3 primarily fixes bugs, including those related to the Prism modifier and an issue where players didn't properly obtain the Man O' War weapon.
Tying up loose ends in a series focused on political intrigue and all things metaphysical can't be easy. In Dishonored: Death Of The Outsider--a stand-alone game capping off the events of Dishonored 2--it covers the exploits of various side-characters on a more personal quest, that doesn't overstay its welcome. Arkane Studios continues its tradition of coming up with an incredibly inventive and cunning game about elusive assassins making their mark on the world around them, while choosing where and when to make the tough choices.
Set several months after Dishonored 2, Emily Kaldwin and Corvo Attano have since left the isle of Karnaca, leaving Billie Lurk to return to her old ways to track down her former mentor Daud. Pulling from her skills working under the master assassin, they form a plan to confront The Outsider, a deity of the Void realm and instigator of events throughout the series. Billie Lurk will use her newfound powers to sneak, loot, and track down key targets to find a way to eliminate the demigod once and for all.
Much like the previous games, Death Of The Outsider makes effective use of large, open levels. With each city block holding a number of side-opportunities and events, there is plenty to learn and uncover during your excursions. Billie's story aims to round out the narrative presented in both Dishonored games, but the general flow is somewhat lacking. While starting strong, the story eventually runs out of steam, with its final missions falling a bit flat. With that said, there are many details packed in for Dishonored fans, revealing important notes that flesh out the events since the last game.
Billie's approach is a bit different compared to the exploits of Corvo, Emily, and Daud. With no mark bestowed from the Outsider, she is free from the Demigod's watchful gaze, and isn't judged by her overall actions throughout the story. This helps to set the tone for what players can expect in Death Of The Outsider. With the lack of the Chaos System from previous games, the moral ambiguity of the story matches the gameplay, allowing her to go about missions in different and inventive ways--often going for a more improvised style that blends lethal and non-lethal moves.
I tend to be more stealth focused when playing a stealth-action games, and dread the moments when having to mash the reload save key to avoid dealing with lost resources and the bloody mess I left behind. In this game, getting caught isn't as punishing, allowing you to recover from a messy job. With your overall performance graded after each mission--judging times detected, hostiles killed, and items found--you'll be able to focus more on being an effective assassin, without the added pressure of an overarching meta system keeping you in-check.
With gear including lethal and non-lethal darts and mines, grenades, and a stealthy sword--including powers that assist with traversal and the manipulation of your enemies--how you go about your mission is up to you. As an immersive sim, each character and object in the game space can be manipulated, opening up some rather interesting gameplay opportunities--like baiting enemies with thrown bottles to walk into traps, or some more creative options like using the Semblance power to mimic the appearance of others to get the jump on targets.
In a lot of ways, this stand-alone release's more relaxed style does more to compliment the series' immersive sim design compared to its predecessors.
Billie Lurk's overall repertoire of skills are much more lean compared to the other characters. Though Corvo and Emily had a sizable pool of powers, the Captain of the Dreadful Wale has just three, along with a side ability to Rat Whisper--where she can hear the thoughts of nearby rodents to learn clues and tidbits about the characters in the area. With no mark, Billie's powers work on recharging mana, a more than welcome addition that gets rid of mana potions. Despite the smaller pool of powers, she can still acquire and craft a set of Bone Charms to amplify her various skills and attributes.
Focusing on the key areas of traversal, recon, and subterfuge--her powers cover the gamut of what players will need throughout their missions. One power in particular named Foresight, allows Billie to project herself as a spectre to scout and mark targets. This skill is a standout, proving its usefulness time and again when locating Bone Charms and key items. However, the fact that there is only three powers can make the overall gameplay potential feel limited compared to previous games. While creative players can certainly make the best of it, it was disappointing to see that these were all you get. However, completing the game once will unlock the Original Game + mode, replacing Billie's original powers with Blink, Domino, and Dark Vision from Dishonored 2--bringing back a feeling of familiarity.
Dishonored's AI systems are as sharp as ever, and will require some planning to get through unscathed--but going in at full force isn't discouraged if that's your thing. With the more lax gameplay systems on display, there's much more incentive to experiment with the tools at your disposal. During one segment, I used Foresight to mark several targets before using a combination of electric mines and the Disperse teleport ability to plant traps during their patrol routes, disabling several guards within seconds as I slipped away with valuable loot.
Only taking about 7 hours to clear on the normal setting, there are several missions that beg for a revisit, such as the mission to infiltrate Karnaca's Bank--resulting in one of the series' most finely tuned levels. One feature brought in to add more variety are the new contracts found in the Black Market, where you can also buy items and upgrade your gear. Billie can take on a selection of side-jobs from the citizens in Karnaca, ranging from the bizarre, such as killing an annoying mime and making it look like an accident, to the more morbid--like getting revenge on a sadistic doctor who experiments on his patients.
Surprisingly, Death Of The Outsider channels much more of the spirit of classic stealth-action games like the original Thief. Giving room to experiment and prod aspects of the environment to see what works, without too many distractions from the story. Along with a custom game mode, allowing you to tune the game's AI, fail-states, and add in other odd and challenging options like Ironman Mode--Death of the Outsider gives you a number of ways to define the type of stealth-action game you want to play. In a lot of ways, this stand-alone release's more relaxed style does more to compliment the series' immersive sim design compared to its predecessors.
Dishonored: Death Of The Outsider is a solid, inventive, yet somewhat subdued capper to the stories from the previous Dishonored games. While the smaller scope can be felt throughout, the approach to allowing players to express themselves as a master assassin is just as strong as ever. It's uncertain where the series can go from here, but this stand-alone release proves that Dishonored is still a remarkably designed stealth-action game with much potential, that offers players the chance to be creative in ways they'd least expect.
Bungie's scheduled maintenance period for Destiny and Destiny 2 has come to an end sooner than expected, and players on both PS4 and Xbox One can now jump back into the game. Before they can do so, however, they'll first need to download the new 1.0.1.3 update, which is now available.
Alongside the update's release, Bungie has shared the official patch notes. It's not a major update by any means and primarily deals with bug fixes. Much like the issue with the MIDA Multi-Tool quest that has since been fixed, Bungie has resolved the bug with the Man O' War quest reward that was lost if your inventory was full. If you missed out on acquiring the Man O' War when completing the quest, you'll now be able to pick it up from Asher Mir on Io.
Another notorious bug involves the Prism modifier, which has been used in Destiny 2's first two Nightfall Strikes. With this enabled, the game rotates through each of the three element types, with that element doing more damage for a period of time (while the other two are less effective). However, the chosen element is only briefly shown, making it difficult to know at any given moment which one you should use. That's no longer the case after this update, and there will also be an effect on-screen whenever a new element is rotated in to help players notice the change. Bungie said this fix also resolves a problem with the Momentum modifier, which was intended to be used for this week's Nightfall Strike but had to be abandoned in favor of bringing back Prism for a second week in a row.
Fixed an issue that caused players to not receive Man O' War Linear Fusion Rifle Quest Reward when they have a full weapon inventory
Players can obtain their missing Man O' War from Asher Mir on IO
UI
Fixed an issue where the Prism modifier did not persistently display the currently featured element
Prism will now display a brief screen effect when the element changes to increase visibility
This will also resolve an issue impacting the Momentum modifier
General
Fixed an issue where a Raid object was receiving an unintended amount of damage from Wardcliff Coil
Fixed an issue where completing a Meditation before selecting it from Ikora would hide that Meditation and prevent players from completing it receiving appropriate rewards.
Fixed a rare memory leak that would result in a Matchmaking crash
This week marks the release of Marvel Vs. Capcom: Infinite, the latest installment in the crossover fighting game series. Like previous Marvel Vs. Capcom games, Infinite pits some of the biggest characters from the two companies' histories against each other in tag battles. This time, however, Capcom has made some notable changes to the gameplay, streamlining Infinite's tagging system and introducing Infinity Stones to put a unique twist on the long-running series.
Reviews for Marvel Vs. Capcom: Infinite have begun appearing online, and the general consensus among critics has been positive thus far. In GameSpot's Marvel Vs. Capcom: Infinite review in progress, critic Tamoor Hussain says the game "represents the most significant change to the Marvel Vs. Capcom formula since its creation." We've rounded up a sample of other reviews below; for a broader look at what critics are saying about Marvel Vs. Capcom: Infinite, visit GameSpot sister site Metacritic.
Game: Marvel Vs. Capcom: Infinite
Developer: Capcom
Platform: PS4, Xbox One, PC
Release date: September 19
Price: $60/£50
GameSpot -- 8/10 (Review in Progress)
"The mechanics underlying Marvel Vs. Capcom: Infinite make it an outstanding fighting game. Capcom has understood what caused the stagnation of Marvel Vs. Capcom 3's competitive scene and, to some extent, the issues Street Fighter V currently faces. In response it has created a fighting game focused on individuality and expression, with deep systems that reward studious players but also accommodate casuals. As someone who both plays and watches fighting games, I am excited to see what the future holds for Marvel Vs. Capcom: Infinite." -- Tamoor Hussain " style="word-wrap: break-word;-ms-text-size-adjust: 100%;-webkit-text-size-adjust: 100%;color: #6DC6DD;font-weight: normal;text-decoration: underline;">Full review]
IGN -- 7.7/10
"While Marvel Vs. Capcom: Infinite's tag-team fights are like a bolt of lightning from Mjolnir, its story is dreadful and its characters look like they were deliberately designed to spawn a million derpy memes. It manages to be easily one of the worst and also one of the best fighting games in recent memory all at once. Like its heroes and villains, it's stuck between two worlds." -- Darry Huskey " style="word-wrap: break-word;-ms-text-size-adjust: 100%;-webkit-text-size-adjust: 100%;color: #6DC6DD;font-weight: normal;text-decoration: underline;">Full review]
Polygon -- 7.5/10
"It's hard to deny how much of a blemish Marvel Vs. Capcom: Infinite's visuals are, but it would still be a mistake to skip this entry for that reason alone. The fast tagging system and the Infinity Stones change up the series' standard mechanics and open up so many options for creative play, no matter your skill level. Infinite is expressive, exciting and fun to play, but the visuals inspire more eyerolls than the hype this series deserves." -- Chelsea Stark and Jeff Ramos " style="word-wrap: break-word;-ms-text-size-adjust: 100%;-webkit-text-size-adjust: 100%;color: #6DC6DD;font-weight: normal;text-decoration: underline;">Full review]
US Gamer -- 3.5/5
"I came away from Marvel Vs. Capcom: Infinite generally enjoying the game. I think most of the players that liked Ultimate Marvel Vs. Capcom 3 will be right at home here. I just feel more needed to be done to differentiate the game from its predecessor, especially in the roster department, which is a fighter's bread-and-butter. In many ways, this is a sequel, but when it comes to the roster overall, MvC Infinite feels like disappointing retread of what came before. So it's recommended for fighting fans, but temper your expectations accordingly." -- Mike Williams " style="word-wrap: break-word;-ms-text-size-adjust: 100%;-webkit-text-size-adjust: 100%;color: #6DC6DD;font-weight: normal;text-decoration: underline;">Full review]
Game Informer -- 8.25/10
"Marvel Vs. Capcom: Infinite is a fighting game that tries to appeal to everyone, and it largely succeeds (unless you're a die-hard Wolverine fan). I occasionally cringed at the bad one-liners, but I also giggled with absurd joy every time photojournalist Frank West tossed a demigod like Thanos across a dilapidated space station. Marvel Vs. Capcom: Infinite isn't trying to be taken seriously; it's a series of geeky what-if scenarios that play out in spectacular aerial battles. After I embraced that, I had a lot of fun." -- Ben Reeves " style="word-wrap: break-word;-ms-text-size-adjust: 100%;-webkit-text-size-adjust: 100%;color: #6DC6DD;font-weight: normal;text-decoration: underline;">Full review]
GamesRadar+ -- 3/5
"Infinite is a well-constructed, mechanically-responsive game. It doesn't feel sloppy or inaccurate, it's just... not very exciting. There's a lack of finesse to the presentation that makes everything feel Good Enough, but not more than that. Contrasted against the flashy cel-shaded art direction and over-the-top tone of Marvel Vs. Capcom 3, or the silky smooth sprites and technical precision of Marvel Vs. Capcom 2, Infinite feels like it's just content to exist." -- Sam Prell " style="word-wrap: break-word;-ms-text-size-adjust: 100%;-webkit-text-size-adjust: 100%;color: #6DC6DD;font-weight: normal;text-decoration: underline;">Full review]
In honor of Rick And Morty Season 3, we're giving away a Mr. Meeseeks Funko Pop! One (1) winner will be chosen after the giveaway closes on Sunday, September 24th at 12:00PM PT.
Open to US residents only, void where prohibited. If you do not win this time, you'll be automatically entered in the next giveaway.
Enter below (the additional entries are optional to increase your chances of winning):
While Marvel's upcoming Netflix show The Punisher is expected this year, it still does not have a confirmed release date and very few details are known about the story. Netflix has released a series of cryptic tweets and teasers, the latest of which is a found-footage style video of star Jon Bernthal delivering some brutal justice. Check it out below:
This promo follows a motion poster that was released last week. We've also seen a first teaser and a list of potential episode titles, plus a synopsis for the show, which reads, "After exacting revenge on those responsible for the death of his wife and children, Frank Castle uncovers a conspiracy that runs far deeper than New York's criminal underworld. Now known throughout the city as The Punisher, he must discover the truth about injustices that affect more than his family alone."
In a recent interview with Entertainment Weekly, Bernthal explained that The Punisher would be the darkest, most violent Marvel show so far. "This season is much darker as it goes, it gets darker and darker and more visceral," he said. "The show takes you on this journey of Frank becoming more and more human again and then shutting off and shutting off and going back to what works for him, and the place where he kind of belongs, and I think that's a place of solitude and of darkness and destruction. It's going to get into as dark and as brutal a place as you've ever seen in the Marvel world, I can promise you that."
Bernthal also spoke about playing a character that is both a ruthless killer and a hero that the audience is supposed to side with. "I think there's a bit of Frank in all of us," he revealed. "We all go through bouts of darkness and regret and shame, and we mess up and we make mistakes, so I think to really zero in on that and to dig into that wound is what makes him interesting.
"But if there's one thing I want to get right for this show, it's that I want to be completely respectful of the military community and the people that this character means so much to. I just really want to get that right. More than anything, Frank is a soldier."
By Anonymous on Sep 18, 2017 10:11 pm NBA Live 2018 finally comes back after taking a year off. We check out the new One Mode and share our opinions on the game compared to NBA 2K18's demo.
The first poster for the upcoming reboot of Tomb Raider has been released, alongside a short teaser. The poster shows star Alicia Vikander as Lara Croft, looking very intense and holding a dangerous bladed weapon, while the teaser reveals that the full trailer arrives tomorrow, September 19. Check the teaser out below, and the poster at the end of this story:
The film also stars Dominic West (The Wire) as Lara's father, Walton Goggins (Sons of Anarchy) as the villain, and Daniel Wu (Warcraft) as a ship captain who works with Lara on her adventure. Tomb Raider is directed by Roar Uthaug (The Wave) and hits theaters on March 16, 2018.
In a recent interview with Entertainment Weekly, Vikander spoke about taking on the role of Lara Croft and what would set her apart from both the Lara of the games, as well as Angelina Jolie's previous movie portrayal. "She has all the fierce, tough, curious, intelligent traits," she said. "But we've stripped away all of her experience. She hasn't gone on an adventure just yet. She thought she was a stuck up businessperson living in the modern youth culture of suburban London, but then this whole box of information. This is the beginning."
Update: Destiny 2's servers are back online earlier than expected. Patch 1.0.1.3 is now available for download on both PS4 and Xbox One, fixing some nagging issues with the game. These include the bug with the Prism modifier, which did not properly display the current elemental effect during Nightfall Strikes these past two weeks. The original story follows.
Those looking to play Destiny 2 (or the original Destiny) will be unable to do so for a period of time today, September 18. Bungie has taken servers offline for maintenance, which will be punctuated with the release of a new update.
Maintenance began at 7 AM PT / 10 AM ET / 3 PM BST today, though online players weren't booted offline until an hour after that. Servers are slated to come back online at 11 AM PT / 2 PM ET / 7 PM BST, although it's always possible that could be extended. A maintenance period last week ended up lasting several hours longer than originally announced.
Remember that tonight marks Destiny 2's weekly reset. That means you'll have only a limited amount of time to complete any weekly tasks, such as the Nightfall Strike, before they reset.
The Dragon Ball FighterZ roster continues to expand. Three more characters have been announced for the upcoming fighting game, including an entirely original one who will play a prominent role in the game's story mode.
In the most recent issue of Japanese magazine V-Jump (as translated by Gematsu), Bandai Namco revealed that longtime Dragon Ball heroes Yamcha and Tien Shinhan will both be playable characters in Dragon Ball FighterZ. Yamcha is described as a close-range fighter who uses "surprise attacks," including his signature Wolf Fang Fist. Tien, meanwhile, is a versatile character who can unleash a variety of techniques in battle, such as the Tri-Beam and Dodon Ray. He can also call on his companion Chiaotzu, who can "seal the opponent's movement" using his telekinetic abilities.
In addition to the classic fighters, V-Jump revealed that a brand-new character named Android 21 will also appear in Dragon Ball FighterZ and is a "central figure" in the game's what-if story mode. She is described as a scientist whose intelligence is on par with the villainous Dr. Gero, and it appears she has some connection to Android 16's revival; in the magazine, each screenshot depicts her standing next to the resurrected fighter.
Sony has kicked off the latest round of sales on the PlayStation Store, and they consist of some very nice offers. In the US, these are headlined by the PlayStation Picks sale, which discounts games by up to 50% for everyone, or up to 60% for those with a PlayStation Plus membership, while UK PSN members get some very different offers. [Update: These deals come to an end tomorrow, September 19, making this your last chance to pick up many of these games at their current, discounted prices.]
Separately from all of this, the Day 1 Digital promotion continues, allowing you to get a discount by purchasing two select games that have either recently released or are not yet out. Doing so by November 7 entitles you to a 20% off coupon on PSN for a future purchase. Eligible games include Uncharted: The Lost Legacy, Destiny 2, and Everybody's Golf.
Looking for a deal? It's a new week, which means there is a fresh set of deals available on Xbox Live across Xbox One and Xbox 360. There are quite a few solid deals this week across a variety of genres, so you might find something you're interested in. [Update: Today, September 18, is your last chance to take advantage of this week's offers.]
These are just a small sampling of all of this week's Deals With Gold offers. Go to Major Nelson's blog to see a full breakdown of the week's Xbox One and Xbox 360 deals, some of which require a Gold membership. The offers are good through September 18.
In a statement to GameSpot, Capcom confirmed that it will release four more playable characters for Marvel Vs. Capcom: Infinite later this year: Monster Hunter, Winter Soldier, Black Widow, and Venom. The full statement reads:
"We know there has been much speculation on who the remaining four DLC characters will be, and we are happy to announce that Monster Hunter, Winter Soldier, Black Widow and the shape-shifting Venom will all be battling their way into Marvel vs. Capcom: Infinite later this year. We are hard at work on these characters and can't wait to show them to you when they are ready!"
Playing Marvel Vs. Capcom: Infinite reminded me of a scene from Star Trek I saw as a child. It involved Kirk and Spock playing an intense game of chess, but on seven boards of varying sizes, all floating over each other. It was still a game of kings, queens, knights, and pawns strategically moving between colored squares, but the multi-tiered playing field unraveled my understanding of its fundamentals. What was the purpose of the smaller boards hovering off to the sides? Do the rules of movement change? How do you even get a checkmate?
The latest iteration of Capcom's star-studded crossover fighting game is much like Star Trek's three-dimensional chess. It takes familiar gameplay systems and characters but presents them in an entirely new way, demanding players re-examine their understanding of it as a whole. Infinite represents the most significant change to the Marvel Vs. Capcom formula since its creation, and the result is a game that's not only fun and rewarding to play, but also remedies some of the biggest issues with its predecessor. However, like Star Trek's three-dimensional chess boards, it's all held together by a functional but crude frame.
The biggest shakeup in Marvel Vs. Capcom: Infinite comes with the addition of the Infinity Stones, which, in Marvel lore, correspond to a different facet of the universe: Space, Time, Mind, Reality, Soul, and Power. One stone can be taken into battle alongside two fighters, and each of them has a unique ability called "Infinity Surge" that can be used just like any other special move. These abilities open the door to a world of creative combos, setups, and strategies that the series has never had before.
Marvel Vs. Capcom 3 quickly became a game about finding the best teams and optimising their damage output, but this meant everyone largely played the same way. Infinite's Infinity Stones, however, encourage players to make characters their own, and they offer the tools to forge distinct playstyles. A Hulk player is now empowered to negate his slow movement speed by using the Time Stone's teleport function, an aggressive Dante can use the Soul Stone's health-sapping capabilities to mitigate damage from risky strategies, or a Thanos can cover his lumbering approach with the Reality Stone's homing fireball. Despite the attributes the stones bestow, each character still retains what makes them distinct among the cast. So although Hulk might have a teleport, trying to play him like Strider won't work.
The Infinity Stones also have a secondary ability called "Infinity Storm," which is charged by Surge usage. When unleashed, they unlock the full potential of the stone and give its user a big short-term advantage. In the Marvel Universe, the Stones grant immense power, and in the game each one bends a fundamental rule of fighting game design to the favor of its user. Power boosts damage, Mind refills the Hyper Combo meter, Soul revives a fallen ally, Time eliminates recovery on moves so they can be chained together, Space restricts movement, and Reality gives elemental properties to attacks. The Infinity Storm is what replaces Marvel Vs. Capcom 3's X-Factor, which, while an interesting mechanic on paper, often felt like an unfair two-button death sentence. Infinity Storm briefly changes the parameters of battle in favor of the user but still gives the other player the ability to fight on through smart play and strategy. It takes X-Factor's comeback potential, but makes it a possibility instead of a foregone conclusion, and in turn the inherent tension and drama of the moment feels more authentic.
The rabbit hole goes deeper when you factor in the tagging system, and it's here where the series' other big changes lie. Capcom has simplified tagging, but done so without sacrificing depth. At the press of a button, a teammate will sprint into the fray to take over, allowing players to extend combos for greater damage or to set up tricky situations that can potentially penetrate defenses. Teammates will always enter on the ground, which means low-effort health-melting chained air combos are a thing of the past. While it's not impossible to make combos go on for absurdly long, it's hard work since the character being tagged out is slow to leave. This places high-execution demands and strict timing requirements on players, who need to keep the combo going long enough to cover the tag cooldown. It might be frustrating to find yourself on the receiving end of one of these multi-tag combo strings, but you can be sure the player on the other side is putting in the work to make it happen.
Similarly, Infinite doesn't feel like it revolves around "Off The Ground" moves (OTG) as much. In Marvel Vs. Capcom 3, these had very simple inputs and could pop a knocked-down enemy back into the air, leaving them defenseless against a continued barrage of attacks. These moves are a little trickier to pull of now due to a limited window of opportunity. Again, when you see one happen, you know it was well-executed.
Marvel Vs. Capcom: Infinite's story delivers ... [It's] exactly the kind of fun, action-driven romp you'd want from a crossover of these universes.
Infinite feels like a much more grounded game than its predecessors. It moves at a slower pace than series veterans may be used to, but it also feels more honest. The fighting game community referred to Marvel Vs. Capcom 3 as a game about shenanigans; utilising the idiosyncrasies of mechanics and quirks of characters to create situations that often felt unfair. While it's too early to tell whether Infinite's systems are completely free of these, as it stands, the game's mechanics feel much more open-ended. It's less about using communal knowledge to pick the best characters, do the optimised combos, and employ the ideal strategies, and more about treating the game like a blank canvas and its mechanics as the brushes for painting your unique superhero squad.
Of course, there are those that won't think about playing Marvel Vs. Capcom: Infinite with such granularity, and Capcom has implemented a one-button auto-combo system to help the casual player pick up a controller and make cool stuff happen easily. The game's control scheme features two buttons for light attacks and two for heavy, but by repeatedly pressing just the light punch button you can execute a full combo, starting on the ground, launching into the air, and finishing by knocking the target back to the ground. It's a completely frictionless way to execute a full combo loop for those that just want to enjoy the spectacle of it all and have fun. To balance this, the damage these auto-combos do is considerably less than a manual combo, so a serious player shouldn't have any trouble against someone doing auto-combos. The system is a simple and intuitive way to get people started. There were some fears that concessions for the casual player could impact the depth of Infinite, but the limitations of auto-combos and the complexities of manual ones creates a gulf between the casual and hardcore. But those that want to make the journey across are given a path to follow.
Capcom has made digging deeper easy thanks to a suite of training mode options that'll be familiar to anyone who has played a recent fighting game. Infinite features a comprehensive mission mode that will walk players through the basics of movement, attacking, how the Infinity Stones work, and how they can be incorporated into play. On top of that, each character has 10 individual missions that start with basic special moves, but escalate into high-execution combos. At the later stages, these missions can be incredibly tricky, so even veterans are likely to learn a thing or two by completing them.
Capcom's last major fighting game, Street Fighter V, was criticised for its dearth of content at launch, but this criticism can't be levelled at Marvel Vs. Capcom: Infinite. In addition to the training modes, there's a Vs. mode that lets you go up against another player locally or a computer-controlled opponent. There's also an Arcade mode that pits players against a series of teams before ending with a final boss, and a suite of online modes including ranked and casual matches, a beginner's league, and a lobby system. GameSpot will be testing Marvel Vs. Capcom: Infinite's online modes post-release and updating this review with our assessment of it.
The other big draw in Marvel Vs. Capcom: Infinite is its Story mode, which follows an all-star cast of characters as they travel across around the amalgamation of universes to collect the Infinity Stones and stop the villainous Ultron Sigma, who is attempting to remake all of existence in his own image. Capcom's story modes have always been severely lacking, especially next to NetherRealm's offerings in the Mortal Kombat and Injustice series, but Marvel Vs. Capcom: Infinite's story delivers. It's a narrative that keeps it simple to allow characterization to shine through, and it does. Spider-Man is a wise-cracking goof, Tony Stark always thinks he knows better, Dante is a charming rogue, Hulk smashes, and Cap motivates. There's a light, humorous quality to everything and, in its more absurd moments--like when Frank West, a normal human with a camera, is put up against Thanos, the mad Titan--the story takes the opportunity to poke fun at itself.
The battles that take place within the story are also engaging, often asking players to smash through Ultron Sigma's mechanical robots, which are low in health but great in number. Fights against named characters are much trickier and the game will often layer on an objective, time limit, or have an outside party running interference. A few of the battles even serve as little puzzles, requiring the player to figure out how best to use an Infinity Stone to achieve victory. The Story mode is exactly the kind of fun, action-driven romp you'd want from a crossover of these universes. And there are a few nods for fans of the characters thrown in for good measure.
It's unfortunate, then, that Marvel Vs. Capcom: Infinite is really let down by its presentation. Much has been made of the visuals and, while it looks much better in motion than it does in still images, overall it's inconsistent and severely lacking in pizazz. While characters like Captain Marvel, Thanos, Jedah, and Gamora look vibrant and detailed, the likes of Dante, Frank West, Ryu, and Spencer aren't exactly easy on the eyes. The faces of human characters, specifically, are very rough, ranging from vacant-looking to downright ugly in poor old Frank's case. Infinite swaps out the last game's comic book style for something a little more realistic, which only serves to make the disparity between character models more pronounced. It's a shame because the different arenas fights take place in are a very cool mashup of Marvel and Capcom locales. Capcom has put thought into how it can bring the two universes together and been successful. A.I.M has been combined with Umbrella to form A.I.M Brella, Asgard with Abel City from Mega Man to make XGard, and Monster Hunter's Val Habar and Black Panther's Wakanda for Valkanda. The games various stages carry its all-star mashup ethos through nicely.
The menus in Infinite also leave a lot to be desired. They're a very workmanlike implementation of dreary-looking text on plain backgrounds, jarringly transitioning between each other, so moving around the game's user interface feels dull and lifeless. This might seem like nitpicking at something that, within the larger context of Infinite's experience, is insignificant, but as a fan, it was a letdown. Marvel Vs. Capcom 3 felt like a celebration of the two universes; it's a game bursting with reverence for source material. Its start screen literally screams the name of the game at you like that kid opening a Nintendo 64 on Christmas morning, it plays bouncing beats in the background, its character select is a comic book that you flip through, and everyone makes references to existing relationships or obscure storylines before battle. By comparison, Infinite is bereft of enthusiasm. Marvel Vs. Capcom 3 is that person at a convention wearing an elaborate Dormammu outfit complete with a flaming head. Infinite is that person wearing a plain t-shirt with the Marvel logo on it.
Nevertheless, the mechanics underlying Marvel Vs. Capcom: Infinite make it an outstanding fighting game. Capcom has understood what caused the stagnation of Marvel Vs. Capcom 3's competitive scene and, to some extent, the issues Street Fighter V currently faces. In response it has created a fighting game focused on individuality and expression, with deep systems that reward studious players but also accommodate casuals. As someone who both plays and watches fighting games, I am excited to see what the future holds for Marvel Vs. Capcom: Infinite.
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