While we’ve heard a lot about Marvel vs. Capcom: Infinite from Capcom, we haven’t really heard as much yet from the Marvel regarding the upcoming fighter. At E3 2017 however, Gamesindustry.biz’s Brendan Sinclair got a chance to talk to Marvel Game’s Jay Ong regarding Marvel vs. Capcom: Infinite and the rest of their portfolio.
The main thing that Ong discussed was how they’ve changed the way they license games, and work with their licensees. The gist of it is that they want their relationships to be for the long term. Ong specifically mentions the three big games they have on the horizon: Insomniac’s Spider-Man, Square-Enix’s untitled Avengers game, and of course Marvel vs. Capcom: Infinite. As part of this, Ong also stated that they’re no longer handling licenses like they used to — where they’d give a company exclusive rights to one character or IP. This also means that they’re looking more into pushing games that feature the entire Marvel Universe.
One other thing Ong mentions is that Marvel wants to take advantage of the industry-wide shift into the games-as-a-service model. Specifically, Ong states that they believe that Marvel is in a position to take advantage of this thanks to the depth of their IP. He compares it as akin to “feeding the hungry beast.”
This, of course, applies to Marvel vs. Capcom: Infinite, which is one such project that looks to be primed for this — because both companies share a similar depth of IP. “And what we talked about earlier with games-as-a-service, we certainly expect Marvel vs. Capcom to be that,” states Ong. “There’s going to be content released over time. We’re not seeing this as a one-off that ships this fall; it’s a service that goes on for years. Therefore, if you look at it, content and new characters are going to be dropped over time, and I think fans will be happy with what’s going to be dropped, not just in September but going on from there.”
When asked about the possible exclusions of certain fan-favorites, specifically those associated with the X-Men and Fantastic Four, Ong brought up the fact that the roster still hasn’t fully been revealed. “We haven’t officially released the roster,” Ong states, “let’s just say we think our fans will be pleased with what’s being announced.”
Since E3 and the reveal of more Marvel vs. Capcom: Infinite footage, the discussion has been quite heated concerning the latest entry in the Vs. series. From questions of gameplay depth, the quality of in-game models and accusations of players “shilling” for Capcom, there has been quite the storm surrounding MvC:I. Hoping to answer questions and put fan fears to rest, producers Michael Evans and Peter “ComboFiend” Rosas sat down with GameSpot to discuss the game’s Story Mode, the game’s initial roster, the issue of Chun-Li’s face and more.
Christened “Ug-Li” by certain members of the community, Chun-Li’s character model has become a major flashpoint for those discussing Marvel vs. Capcom: Infinite. Many see it as a symbol of Capcom’s slapdash approach to this latest edition of the Vs. Series, with it showing how the company has fallen since the days of UMvC3 and USFIV. Evans understands and seems to agree with the fan revulsion, calling Chun-Li’s new model “disgusting” and vowing that Capcom “will look at it again.” Contrary to popular belief, Evans states that Capcom is not “an evil overlord company, despite the rumors” and that it will do its best to improve the character models of some fighters before launch.
As for the Story Mode, Evans stated that it was written in-house by Capcom, with writer Paul Gardner working closely with current Marvel creative director Bill Roseman on the overall narrative. Rather than going through the long process of introducing all the characters, the Story Mode is written as if “the heroes are already familiar with each other,” so players can jump straight into the action.
Questions about the leaked roster were raised, but Evans declined to comment on whether characters like Jedah will appear in the final game. He and Rosas did confirm that six additional characters will come out this year via the Character Pass, so expect to see fighters like Sigma and Black Panther on the roster before 2017 is over. When mentioning X-Men characters like Sentinel and Magneto, Rosas is keen to focus on how elements of these characters — like Magneto’s eight-way dash — have been preserved in MvC:I even though the character may not make an appearance. If “a legacy character doesn’t happen to make the roster this time, that play style would still be represented” in different fighters like Ultron, Nova, or Captain Marvel.
The whole interview is worth a read, as it dives into how Capcom are approaching veteran character reworks and making the game accessible for new players, while adding enough depth for veterans. Interviewer Tamoor Hussain also makes a stellar case for Skullomania’s addition to the MvC:I roster, which is something I think we can all get behind.
Sajam has quickly become one of the go-to names in commentary for Street Fighter, and fighting games in general. He’s known for being highly knowledgeable and entertaining, as well as notorious for some of the best [Or at least funniest! – Editor] advertisement segues in the business. He has honed his craft at Wednesday Night Fights and moved up to the big leagues in a relatively short time.
At E3, BornFree caught up with Sajam, and let him bend his ear prior to his flight for CEO about numerous topics. They talked about how he practiced his commentary, and honed his craft in multiple games — something Sajam attributes to actually playing numerous games and characters, to get a feel for mechanics and matchups, as well as learning from his commentary partner, who may be more knowledgeable in a game than himself. They also talked about his impressions of Marvel vs. Capcom Infinite, in which Sajam echoed Alex Valle’s sentiments of the graphics needing to be fixed, but the gameplay already being fun. They also talked about Capcom’s design decisions, in which he believes that Capcom has gone way too far in the opposite extreme compared to Street Fighter IV, and that player concerns in both directions are legitimate.
It’s time for a new exhibition series! Tension Pulse is the successor to the Super Steam Xrd Exhibition League, an online series featuring players from all over the country and beyond in commentated first-to-seven matches. As the Guilty Gear Xrd -REVELATOR- era drew to a close, the Steam launch of Guilty Gear Xrd REV 2 (fixed up with some patches!) is also the inauguration of the “Season 2” of quality online exhibition matches.
It’s the same format as before: two sets of matches leading to FT7s, streamed and packaged with quality commentary. We’ll see the new REV 2 characters in the first set, some new players, and maybe a few returning ones in the future as well.
On deck are FaultyDefense with a brand new character, the Business Ninja Answer, versus TheArm’s Ramlethal Valentine. The other match-up features TSB|Blaze’s Raven–more excited than ever before–against yours truly, the one and only, SRK writer and old Baiken main: Woocash.
On REV 2 changes: “Well, I’m playing a new character, one that has a much more dynamic offense. I think his neutral game is actually very boring, but on touch he wants to be extremely aggressive, which is more in line with my history of picking characters.”
On his opponent: “I’m worried about getting blown-up in the corner. Arm watches good anime, which makes him a threat in any anime game. It’s a long-proven fact that if you have #### taste, you’re doomed to fail at these games.
“For real though, we’ve played several times and it always comes down to the wire. Most of my wins involve me put in some situation where I should have died, a scramble happens, and I luck out somehow. So I’m hoping that through some miracle, our first time playing online turns out to be a clean, fun set… fingers crossed. Sin and Answer probably play the match-up very similarly, but with Answer it’s easier for me to die off of a bad read or laziness, and it’s a bit harder to turn the random hit into big damage. We’ll see if I can hit the big stuff online, if not, I’m going to want to favor a long, slow game.”
On his own playstyle: “I’ve learned to tone down my rushdown tendencies to keep from dying in neutral, but I still get antsy when I’m not landing hits. Because of Answer’s poor meter gain and difficulty of punishes on both short and lightweight characters, I’m still unsure of how hard I need to be going in on a character like Millia and if I should be playing risk/reward or simply keeping her at bay with Answer’s amazing normals. I’d like to think I have a more calculated approach going into the match-up, but when the game is playing I tend to let my instincts take over more often than I should.”
On REV 2 changes: “Basically nothing. Ram is functionally the exact same character. Her new moves have very few practical uses so you won’t see me use them much (if at all). 214S does not reach far enough to help safely confirm regular hit fS and the reward, even on hi,t is just some meter in exchange for no knockdown and a total loss of pressure. The air versions are massively unsafe when done anywhere other than right before you land and again have very little reward as you can’t combo afterward meterless.
The moves really don’t seem to have a place in Ram’s kit when she is so focused around getting one hit and running setplay as neither of them really help in that primary gameplan.”
On his opponent: “I think Faulty is a strong player who has an exceptional ability to pick up and play multiple/new characters. We haven’t played since 2016 CEO, where he beat me with Sin, so I am interested to see how it goes this time.”
On his own playstyle: “My playstyle focuses on movement and setting up traps. However, if I see a chance to hit someone or take my turn, I will, as Ram’s reward is off the charts once I am able to get the hit and run the setplay.”
On REV 2 changes: “My character overall! He feels like a new character after his changes. At level 1 excitement, he’s worse than REV 1 Raven, but at level 2 and 3, he’s a lot better. Some of his combo routes are new and change up on the go depending on the excitement level. I feel he is a lot stronger in REV 2, but also a lot harder. He only gets stronger if the player gets him there.”
On his opponent: “I played Woocash at Combo Breaker for a couple of sets and was very impressed by how fast he caught up with Baiken. I’m expecting a good match, but I’m also going to try my best to body him .”
On his own playstyle: “My playstyle is pure rushdown. I don’t like giving my opponent a chance to think or breathe. I like putting them in difficult situations where they will desperately make a mistake, and I make them pay for it. And thanks to Raven’s buffs in this version, it also buffed my playstyle .”
On REV 2 changes: “One of my old mains returns! It’s momentous, and I’ve only had a month to play so far. Despite a playstyle that looks similar, she’s quite different, and I can’t say that I have a good grasp of Azami yet. The counters are much more difficult to use than before but more rewarding. Tatami isn’t quite as broken it was once before, but YRC Tatami is great. Her normals are much more impactful up close and can lead to huge damage. Overall, I’m still adjusting! If you see me blown up a lot for no reason, I probably was trying to use Azami.”
On my opponent: “Blaze is quite aggressive, which is what will lead to his downfall. Baiken is the exact type of character than can take advantage of the opponent’s strength and aggressiveness against them. He does have a good grasp of Raven stuff already, and the REV 2 changes sure are scary. It will take on-point execution on my part to work him down as well as finely planned pressure. It will be tough, but doable.”
On my own playstyle: “Playing Sin in Xrd has made me an aggressive risk-taker (Bull Bash all day!) so I have to tone down quite a bit. In reality, my favorite thing is to pull off something effective that’s almost jaw-dropping to the opponent–think something like Baiken’s Azami super, out of nowhere. I love doing the exact counter at the exact right time to surprise my foe. I’m actually not a very analytical or thoughtful player. I play with feeling. As someone I value in the FGC has told me once, I’m someone who greatly uses intuition–often to good effect!
“It’s also an honor to play in an exhibition that I’ve written so much about, not to mention be the opener for Tension Pulse. It’s a lot of pressure, and I actually haven’t had many opportunities to be so directly involved with FG community stuff, so I hope to get out there more!”
Pray for my Baiken during the Tension Pulse kickoff, which is tomorrow, June 22nd, on Silva_hime’s Twitch channel as always. starting at 9:00 PM EST/8:00 PM CST/6:00 PM PDT. TheBeautifulDude and Samifish11 will grace the microphone stations.
One of the big buzzwords that has been bandied about in regards to Marvel vs. Capcom: Infinite has been “creativity.” Throughout the week of E3, most players who got to try the game were indeed praising it for the creativity that it allows. That said, what exactly does “creativity” mean in the context of the Marvel vs. Capcom series?
At E3, Michael Martin asked that exact question to Splyce’s Ryan “Filipino Champ” Ramirez when he got the chance to interview him for Cross Counter TV.
According to Filipino Champ, “creativity” in the series refers to how players are allowed to create situations that are very favorable for them on offense or defense. So, when a player like FChamp talks about how Marvel vs. Capcom: Infinite lets him be creative, it’s about how the game allows him “hundreds of options” to create these favorable situations. Of course, this shouldn’t be surprising, considering that players have discovered “4-corner” mix ups and option selects with the Story Demo alone.
In addition to talking about creativity, FChamp also shares some more impressions of the game, including characters that he’s liking so far, while also talking a bit about why he likes “villain” characters so much.
If there’s one player who’s become most-identified with the Marvel vs. Capcom series, it’s Michael “IFC Yipes” Mendoza. From getting himself known for his memetic, offhand commentary on some Marvel vs. Capcom 2 matches, Yipes has parlayed this into a successful career as a commentator, tournament organizer, and overall leader for the competitive Marvel vs. Capcom community.
With a new game — Marvel vs. Capcom: Infinite,– on the horizon, IFC Yipes was naturally at E3 to try the demo. It’s here that Michael Martin got a chance to talk to Yipes for Cross Counter TV. Here, Yipes shares his thoughts on Capcom’s newest versus fighter, the current build shown at E3, as well as his thoughts on the public opinion of the game.
It’s an understatement at this point to say that Alex Valle has been around. Having been competitive in the FGC long before the competitive landscape we see today — or even the label of “FGC” existed — the man is a legend in every game he has picked up.
In this interview with BornFree at E3, Valle opened up about a lot, including his competitive history within the genre. They talk about his humble origins within Street Fighter, which involved getting destroyed early on in the game to learn that he needed to improve. They also discussed his 1998 encounter with a then-unknown in the West Daigo Umehara in Street Fighter Alpha 3 — an exhibition in which Valle now believes he wouldn’t have won, due to Daigo’s adaptability.
They also discuss the future of fighting games, in which Valle talks about Street Fighter V, and his hope that the Super Street Fighter V rumors are true. He also discusses his impressions of Marvel vs. Capcom: Infinite, stating that the graphics need to improve but the gameplay is fun, and has a great level of depth to it.
While the Guilty Gear scene has been growing in terms of the number of sponsored players, there are still many “undiscovered” — or unclaimed — talented warriors playing REV 2. One of those, named daymendou, has become notorious for his excellent Slayer, especially since triumphing at Anime Ascension earlier this year. daymendou continued to place high at many tournaments, including at Combo Breaker 2017, where SRK took the time to learn more about him.
We discuss why daymendou decided to play Slayer, what distinguishes him from many other competitors, and whether he ever thought about being sponsored by an esports team.
Luke “Woocash” Siuty: Could you briefly introduce yourself?
daymendou:My name is Peter, and my tag is “daymendou,” and I play Slayer in Guilty Gear Xrd. I live in Northern California, that’s my scene. We’re kind of the smaller and younger scenes compared to a lot of other GG ones maybe. I guess for the past six months or so, NorCal has been doing pretty well.
Woocash: What’s your fighting game resume?
daymendou:I actually haven’t played fighting games that much before. It was never really a thing that I would spend my free time on. I didn’t have a PlayStation or go to an arcade when I was younger. When Xrd -SIGN- came out, I got a PS4, so that’s when I started playing games competitively.
Woocash: What made you do that?
daymendou:I always liked watching fighting games, and Guilty Gear is one of my favorites for sure. When Xrd was announced, I just remembered the trailer, so cool. At the time, I had not really been watching or paying attention to Guilty Gear. But that trailer sort of just sparked something within me. I said: maybe this time, I’ll decide to start playing other people. I used to just play the computer.
Woocash: Why did you gravitate to Slayer?
daymendou:Since I was starting at fighting games, I wanted a character that was easy to play. Well, “supposedly,” he’s easy to play. He’s kind of easy execution, especially his combos in Xrd. So that was one major factor. Another major factor was the launch trailer for Xrd. When I started watching a bunch of Accent Core +R on Goldenrody. I really liked watching Slayer. Before, when I just played casually, I used Sol, but watching those videos I thought Slayer looked really cool to play.
Woocash: If Slayer wasn’t in the game, who do you think you would play in REV 2?
daymendou:It’s hard to say, really. I never thought about this. I do play a couple of characters on the side, but I wouldn’t say I would main them if Slayer wasn’t in. Our NorCal Slayer, the old-man Slayer, went to Sol in Xrd. Xrd Sol has more combo flexibility. For me, I wouldn’t play Sol. I can’t do DP inputs very well. So it had to be someone without a DP or without a heavy reliance on it. It could be Leo, to be honest.
Woocash: Tell us a little about your matches today.
daymendou: It was Kizzie Kay first, then dotNova. Lost to Bears, lost to Dogura. This morning, even though Kizzie Kay was first, I was preparing for dotNova in the room. Jack-O’ is a really underplayed character, for whatever reason. I haven’t played against her in so long. The day before, when I played dotNova in casuals, it was getting worse and worse the more we played. I felt like if I wanted to make it to Winners Finals, I really had to be able to beat dotNova. Kizzie Kay, we ended up playing on finals day. The other thing is, Sin is a new character. The way he plays the game, you don’t have to do too much to remember how to play against him, at least to me. I had beaten Kizzie Kay every time we met in tournament, so I wasn’t that worried. Me versus Kizzie Kay was my first match in the top 16.
Combo Breaker did everything up to top 16 on one day, then top 8. If you have such a long break between tournament games, you really need to spend your first tournament match wisely. Not just warming up for that game, but thinking about how to get ready to play in the tournament again. When I played Kizzie, I almost 2-0’d him, but I had some pretty bad input drops, and he managed to take a game back. I did end up beating him, so I kind of have to watch my inputs more.
Woocash: What about versus Xcel| BjornSonOfBear? You’ve beaten him before in Grand Finals.
daymendou: I’ve beaten him sometimes… It’s very strange how we do against each other. Even though we play each other at locals, there is kind of a thing where whether I play him before the tournament matters. If I get to play him before the tournament, I generally beat him really easily. If not, I lose to him. Today, I was thinking, well last week, we just had a local. I had to go home early, because I had to go home for finals, so we couldn’t play casuals after. I lost to him really badly in Grand Finals in that tournament. I think that I wasn’t surprised that I lost. If you watched it, I would get him very close to death, and then I would make a bad decision on pressure, and he would just start running things back and kill me. I wasn’t too surprised about that.
Woocash: Have you ever thought about whether you want to be sponsored? Would you like to?
daymendou:I’ve thought about the issue a lot of times before. I was actually given an offer after Anime Ascension, but I turned it down, because I didn’t feel ready for it, more or less. For Guilty Gear, it would be good to have more sponsored players. We are one of those fighting games where money is kind of small compared to all the others. Exposure is small too, so it would be good to have that outside support.
Woocash: Why weren’t you ready back then?
daymendou:I think even right now, I don’t feel ready. There is sort of a responsibility and a weight on your shoulders when you do carry that sponsor name. You are expected to perform well not only by your sponsor but the community and yourself. Personally, I didn’t actually start traveling to tournaments until this year. A lot of the times, it didn’t work out. I only went to Evo last year and NEC this past December. I don’t feel like I can travel that much, it’s just too tiring to me. For tournaments, you have to prepare as well. You’re not just traveling, preparing and playing the game is even more tiring. I don’t have the stamina to do it once a month or even once every two months, which is what I’ve been doing sort of recently.
Woocash: Any tips for people who are looking to start playing Guilty Gear?
daymendou:If you want to start playing Guilty Gear, the first thing I would do is, well, play the game of course. I think a lot of people worry about picking characters, and there is a lot of minute information you need to worry about in Guilty Gear. I wouldn’t worry about the big things, I would just worry about playing your character in the beginning. If you do want to be able to compete, you’re going to have to learn a lot of things, but if you’re just starting out, you should at least make sure you’re having fun with the game. As long as you keep playing and thinking about it, you should get better.
Woocash: Any other advice?
daymendou:If you’re plateauing and struggling to get better, I think it’s very important to learn to deal with the tournament setting. That’s extremely important. I think my main advantage is, I don’t feel that I’m actually that much better than other people, I keep things very well together in tournaments. I can stay focused, I don’t get tilted from single errors or mistakes that I think happened. You have to accept that you won’t always be right because it is a fighting game, there’s a lot of guessing on both sides. You can’t let one big error just ruin your thinking process. You have to stay sharp when you’re playing.
In case you missed them, check out our interviews with PG|SKD and Fable|KidViper from Combo Breaker 2017!
Rarely has a fighting game with as little build-up to E3 as Dragon Ball FighterZwowed the the floor (and the world!) so thoroughly. The more cynical among us might think this is because of the nostalgia factor — Arc System Works has married Dragon Ball’s art style beautifully with their Guilty Gear Xrd cell shading. Visuals are all well and good, but we’re FGC. What about the game play?
That’s why I find Joe “LI Joe” Ciaramelli’s first impression of the game so interesting. Joe is a renowned Street Fighter tournament specialist who didn’t grow up with the anime adaptation of Drgaon Ball Z. He is exactly the sort of person most likely to shrug at a cut-scene of two Super Saiyans screaming at each other — and yet, here we are: like nearly everyone else that got to play the game, Joe walked away impressed with the gameplay. He has some concerns about the similarity of gameplay of the six currently-available characters, but also notes: “It’s a tech demo at E3 … If it fleshes out, I think it’ll be a damn good game.”
Nether Realm Studio’s presentation at E3 was predictably focused on one of their most successful and well received fighting games to date, Injustice 2. If you happened to miss any of these interviews or matches and wanted to catch up on the DC Fighter, Body Count Fighting has released all their videos for your viewing entertainment.
The King of the Hill tournament provides us with 45 minutes of battles between Kitana Prime, Michaelangelo, and E3 patrons.
There was an interview Ed Boon and Tyler Lansdown on the way Injustice 2 is shaping up right now, both competitively and in it’s single player campaigns.
Interviews with SonicFox, Scar, and Echo Fox owner Rick Fox, followed by an exhibition with the two NRS pros.
Ed Boon and Tyler Lansdown discussing Injustice 2’s latest DLC characters: Red Hood and Sub Zero.
Comic book artist Jim Lee and Ed Boon talk character design for Injustice 2.
And lastly, here’s an interview with Kari Wahlgren, voice actress of Starfire.