Reminder that people should buy what they want for the reasons they want it, public opinion or practices be damned.
...
People are guying to buy it because its Marvel vs Capcom. There's nothing you can do to stop it. Its gonna sell and probably be huge as always.
...
Sorry if im rambling its like 5 am in the morning, but im extremely worn out about the dead horse beating over the same stuff over the last few months. Like...geez.
It's not beating a Dead Horse if it's still relevant. If you deem this worth the cost of admission, let's assume $60, fine, but that also means that whatever lack of content they have, or feature, or move or music or behavior or whichever they leave out at release, you paid for. You are paying for a license to play a product with that level of effort put into it.
Voting with your wallet matters.
Seriously, this game looks really fun regardless of the other aesthetic stuff which dont mean shit to the main meat of the game. Not having your favorites or having weird faces is irrelevant 90% of the time since you are here to see wild crazy shenaniains, not marvel at every pixel of Arthur's chin hairs.
Some people care about the aesthetic, and some people play the game for their favorites and may not have any other character that they enjoy as much, or enjoy enough to actually care to play the game. Not everyone will suck it up and pick a character they don't enjoy or identify with because it _looks_ fun. That doesn't mean the characters are fun to that person in particular. It's relevant.
Because of a large multitude of problems including online, frames, gameplay, and content. Pretty much everything wrong with mvci is aesthetic and roster based, both of which were addressed. Roster is going to be expanded KI style supposedly, so look at the roster a year or 2 from now. As for the art style, eh. I don't think it's awful as people make it out to be, its just the comic style was so good. Faces and stuff are already being fixed.
So if the roster isn't full of things I'd like, why would I buy it now and not a year or 2 from now? This goes for any game, mind you.
How can I be so sure there's even something I like a year or 2 down the road, either? Why is that a save for the product being worth buying?
We got one week left. Gameplay looks good enough to convert contractors from what I've seen. I'm sure top Level stuff will make people hype.
Top level is great, but it won't guarantee everyone gets on board. Base systems have to feel good and proper.
- Marvel is just flashy crazy bullshit that is balanced by lack of balance. You might be thinking of guilty gear.
How... What?
- Forcing someone's to play smarter instead of pure runaway projectile spam is not even something that should be considered a problem. May I remind you ChrisG made the tournament scene stale for a.long time thanks to his shenanigans? It was boring to watch and frustrating to play.
Zoning is a real strategy. Whether or not someone likes to watch it, doesn't mean it should be taken away or nerfed. We don't fully understand all of the implications of pushblock reflect, but considering it doesn't seem to take a resource, I'm pretty keen on it looking like it naturally turns Projectiles into a guessing game (Will you chase behind the projectile? In front? Will you tag? what if they reflect?) instead of area control.
I didn't necessarily want to pick at you but I don't think a lot of these reasons are good for justifying whether the game is good, personally?
I can totally ignore the roster issues, considering my previous opinion of looking forward to all the changes to each character and their new tools. I don't think it's worth ignoring that the "golden standard" set for solid netplay has been set by budget or indie titles-- Iron Galaxy's GGPO ports, Skullgirls, and Killer Instinct. Even Rising Thunder was playable with a variety of people because it implemented GGPO (because it was a test bed for GGPO 3 :^)
I DO think that promising a season pass of characters isn't too worrying, but showcasing one of them several months-- not like 2 weeks before the game comes out, makes me wonder what else is pre-produced and how much is cut to make DLC, if at all. I can't assume they did, but it makes me wonder whether or not that's even true.
I DO think that input lag as a whole is worrysome. If it exists, it is on purpose in some fashion. Is it Unreal? Why is it in the game? What problem does it solve? And if it is the toolchain or engine, are there reasonable ways to reduce it?
I DO think that after Street Fighter V, we should look at what the game comes with out of the box and if it's worth messin' around as a community. I'm still hella gonna try it, but when you go all in w/ $60 and then later say "oh man this kinda blows", they still got the sale.
That being said, play the games you love and think are fun. If you do think it's worth paying outright for, then that's AWESOME. I look at all the new tools that characters have gotten, and how that rounds them out in both Solo and Duo situations, and those have me EXCITED, but I definitely think that the details they fudge up in MvC:I that they took quite a bit of care looking for in UMvC3 definitely make the case of "effort" for me, or at least, their budget and scheduling.