Reviews from

in the past


+1 star for keeping Arthur
+1 star for adding Ultron
+1 star for SOUL STONE

There's no safer statement out there than "Marvel vs Capcom Infinite was a disappointment" but for me at least it's not for the same reason you may come to expect.

The PR nightmares attached to the game leads to people pointing out the more obvious flaws of it. Never mind that the game is clearly a rush-job by Capcom and looks ugly as sin with character models clearly ripped from UMVC3 without the care put into the lighting/shading to mask any of the shortcomings those models got away with. Never mind that licensing shenanigans caused the game to miss characters from the X-Men or Fantastic4 franchise such as Wolverine, Dr.Doom, Magneto, Storm, or Sentinel, characters that were in the series since its inception. Never mind that the game's bizarre and nonsensical story mode was the most focused thing on its marketing which is a very strange thing to advertise such a mediocre mode. Never mind that Dragon Ball FighterZ came out just a few months after this game causing the game's player base to hemorrhage as fighting game players migrated to a seemingly more quality product. Never mind the fact that the DLC characters were obviously finished already and featured in the story mode but were locked behind a paywall so Capcom can milk out as much money as they can without developing many assets to create new fighters from the ground up. All of these are bad enough, but my main issue with the game stems from a design choice that was intentional from the start:

Why remove a 3rd teammate and assists?

The whole spirit of Marvel vs Capcom not only asked the player to learn a set of characters but put those characters together to create a coherent strategy. Take for example Phoenix from Marvel 3, she was an incredibly weak character with the lowest health in the game. But if the player were to die with 5 bars of super meter she would turn into Dark Phoenix, the strongest character in the whole roster. Combined with X-Factor, that game's comeback mechanic, she could wipe out entire teams. Teams that utilized Phoenix would create team compositions that required building 5 bars of super meter for Phoenix, creating teams that were defensive and conservative in spending super meter. Meanwhile, the opponent would try to either wipe out the team as fast as they could or snap-in Phoenix to kill her early, effectively decimating the win condition. It created matches that were tense and fast-paced, to both watch and play with or against.

This idea of strategy was hammered home with assists, the mechanic where you can call out a teammate to do a specific move. These assists can determine what kind of strategy the player can create which opened the door to a lot of decision-making. Take for example Captain Commando from Marvel 2. He by himself was an incredibly mediocre character that struggled to fend off the strongest characters in that game, but people used him because he had arguably the strongest assist in the game, this giant invincible shockwave that dealt a lot of damage and pops opponents in the air, leading to air combos. It was tantalizing to use, but then you'd be stuck using a character that was considered bad when your other two died, leading to a choice of choosing a bad character with a powerful assist, or a stronger character with a similar but weaker assist compared to Captain Commandos. This idea even shows up in Marvel 3 with Dante, who is a stronger character compared to Marvel 2 Captain Commando but is considered one of if not the hardest character to learn in the game due to his lengthy combo game and tight execution. However, Dante had Jam Session, an assist that creates an enormous wall that can stuff approaches and lead to combos if successfully landed. It's one of the best assists in the game, but if you want it without having a useless teammate, you had to put in the work to learn Dante and form a team around him. This is what defines Marvel vs Capcom for me, a fighting game that's not just about execution, but strategy and decision-making, and it's what made me fall in love with the series and invest a stupid amount of time in it.

The problem with MvC:I is that it decides to have a 2-man team set up right from the get-go. This feels heavily restrictive compared to the three-man team set-up of the older games since you can't exactly form something dramatically coherent with just two characters. What was supposed to replace the 3rd teammate is the infinity stone system, where you can choose one infinity stone to give your teammate a move or a timed super ability, but this isn't really choosing a strategy to commit to but more so choosing a power-up and therefore feels less engaging as a result. It's no longer about creating a team with a playstyle to commit to, but choosing the two characters you like to play as with the skill that looks the more useful.

To compensate for this two-team setup, the game gives the characters more moves to use and longer health bars as a result, with a pretty flexible combo system, as well as the ability to tag in a teammate mid-combo, which is what replaces assists, devolving the game into landing extremely long combos while doing pitiful damage. I get it, landing big flashy combos are awesome, but combos aren't just what makes Marvel vs Capcom the game it is. When you make every character into combo-heavy beat sticks, you are left with a roster that feels homogenized than the highly distinct roster of Marvel 2 and 3. You are left with matches that not only go on for long but look the same even if there are different characters on the screen, which I feel is a big step-down from how Marvel 2 and 3 handled things.

The issue with fighting games that remove options to cater to a different audience is that you are going to alienate a large portion of the audience that has stuck playing the game you've created for years. If you remove mechanics people loved and made your game distinct without adding something new that feels like a net positive, people are not going to migrate to your next entry. It's why we see the Smash Melee community still strong as it is because the other entries nearly don't have the same depth as that game does. It's why we see Marvel 3 players return to that game in the form of Parsec tournaments because they see that game as superior, and what made that game superior to this one is that it actually feels like a Marvel vs Capcom game.

For as many problems I have with Dragon Ball FIghterZ, I can at least acknowledge why so many Marvel players gravitated towards that game, not just because of the Dragon Ball license, but it's actually a team game. There are distinct characters with different team layouts and assists and you get to build whatever you want. While I think that game too can have a same feeling playing roster, I can at least say it's more engaging to play than a game afraid of its identity.

I don't have a lot of respect for Marvel vs Capcom Infinite because it represents the very worst kind of Capcom fighting game. A poor rush job game that failed to iterate on past entries and opts into doing something new that ends up making the game less interesting as a result. Unfortunately for Capcom, people are tired of fighting games that aren't fun to play, and it's why people have turned to a developer like ArcSys for their fighting game fix. Before Capcom could have gotten away with this since they were the king of the fighting game genre, but more effort needs to be put in place if they wish to compete with their newfound competition.

As for me, I'll sit back and play more Ultimate Marvel vs Capcom 3, Capcom should go back and play it too.

my lasting memory of this game how they scammed people with the deluxe edition that came with 6 of the shittiest infinity gems (eggs) you’ve ever seen
how did Crapcom do this and resi 7 in the same year????

1) the game, while certainly not good-looking, was not as ugly as I had anticipated; some character models are bad, but not egregiously so like they were pre-release. Some character models even look quite good, such as Monster Hunter's or Venom's. The addition of DLC costumes gave Capcom the chance to improve some character models as well, with some characters such as Dante or Thanos looking far better in their DLC costumes than their vanilla models.

2) The active tag system and 2v2 fighting ended up being even better than I thought; with active tagging pretty much every character can become the enabler for a mix-up or the character doing the mixing, and vice-versa, meaning that any combination of characters in the game is viable. While some teams are certainly stronger than others, team composition as a whole feels less dependent on finding what assists I need for a point character and more dependent on what play style or characters I as a player like best. The 2v2 focus also meant that the lame duck problem and the rubberband problem are both sidestepped, since, ignoring comeback mechanics, a 1 v 2 comeback is far more likely than a 1 v 3 comeback. 2v2 also meant that resets and setplay are important than ToDs, which can be a good or bad thing depending on how you feel. I personally prefer the former.

3) The actual netplay system of the game was great. There's proper rollback netcode, a lobby system that allows for both KoTH matches and persistent rematch sets, somewhat decent matchmaking, and a decent ranking system that actually punishes ragequitting. All of these together make netplay actually much less stressful and volatile than other fighting games, and perhaps the least inherently stressful on the market, which is very high praise considering the state of modern fighting games' netplay

Ultimately I think this game has unfortunately suffered the same fate as UMVC3 where certain aspects of the gameplay have become so prevalent and dominating, and with the game unlikely to see any updates, that online netplay will eventually reach a point of frustration and stagnation for all but the most dedicated. Which is fine, not everything lasts forever, but this game is legitimately deep, expressive, and y'know, actually playable over the net, which few other fighting games can claim.


This game plays great, the story feels like a cartoon one off episode. The roster is missing the iconic xmen that brought the series to life in the first place. capcom should take this franchise more seriously and give it a better budget

A fun game with a fun story. This is my hot take.

great core gameplay horrible everything else

Not a fan of marvel vs capcom

not as bad as everyone says it is. yes the graphics and roster isn't great but the game mechanically is really good and its definitely the most beginner friendly V.S. game which isn't a bad thing

This game feels like it had the budget of 30 cents and a piece of paper

MVCI is the fighting game equivalent of an ugly chick with an amazing personality. The production values are a complete shot in the dark, with some characters looking excellent and others looking like their models are unfinished, and the roster is a hodgepodge of obvious and really lame Capcom picks, MCU-approved Marvel picks, and a lack of many fan favourites from both sides, owing to a production cycle rife with Marvel mandates and Capcom budgetary restrictions. Yet, its gameplay is some of the most fun I've had with a fighter, with an excellent netcode to boot. Maybe I'm easy to please, but at the prices you can probably find the game at nowadays, it's well worth at least a try if you're looking to scratch that VS itch.

F--k Marvel/Disney for not letting Capcom use the X-Men/Fant4stic characters. Still very fun to play.

This game should have been the best MvC instead it is the worst

How do you take a concept as cool as Ultron-Sigma and fuck it up??? The cutscenes were boring, the plot made no sense, the framerate was god awful, and the gameplay itself was just BAD. There's no good reason to play this game when 3 and Dragonball FighterZ exist.

Decreases every female characters breasts.
Increases all penises and male butts.
Perfectly balanced as all things should be.

By far the worst thing they've done to Marvel vs Capcom. With the most basic of stories, character faces utterly butchered (I'm looking at you Dante and Chun-Li).
Ehh gameplay (something unbelievable, considering UmvC3 was great) and horrible soundtrack.

not as bad as everyone says lmao it’s still fun but yeah the problems with this are super blatant…

Marvel VS Capcom Infinite is a game about functions: you can build a team made of two functions, each of them functioning functionally different, to make them fight against other functions controlled by other players. In that context it can be pretty fun, as the gameplay of each function functions extremely well, and the extremely large functionality of each function leads to no match being equal than another.

The problems of this game comes from a really tiny detail: the fact that these functions are attached to the names of freaking MARVEL AND CAPCOM: you know, the companies with the most vibrant roster of worlds and characters in all of media, which not only are able to create some interesting stories with these worlds, but are also able to make some of the best crossovers in videogames (just look at all the other versus games)

This game was originally going to be just like the rest of the titles in the series, with a planned large roster and selections of wild crossover idea to sell both the companies in EQUAL ways.... and instead, because of various aspects (the forced ties with the MCU, the greediness of the DLC, the lack of polish in reused assets and the crunchyness of the development and the weird hype cycle), this turned out to be one of the worst crossovers in videogames, with a unbalanced representation between the two companies, a roster that is a straight up downgrade compared to any other previous titles, a general lack of care from everyone involved aside from the poor developers, and the inclusion of one of the worst story modes ever, that despite having some cool ideas, not only doesn't make justice to most of its characters, but in some cases just kills them (Ryu being on research missions or Dante "betraying everyone" is still baffling to me).

If you search for a functional game with functions, this games has some good functions. If you want functions and ANYTHING ELSE, try other versus titles.

this game is really really fun, but it looks like shit and is lacking in content compared to most other fighting games, especially ones in this series. the story was fun though, i'm a sucker for a stupid fighting game story.

nahhhhh what did they do to Chun-Li😭

As a fighting game it's solid af and mods fix a lot of the visual and audio issues


I don't blame anyone for not giving this the time of day tho.

MvC: Infinite foi a minha primeira tentativa de dar uma chance a essa franquia de jogos da Capcom em parceria com a Marvel e infelizmente não tive uma experiência nada boa, a mecânica chega até a ser divertida por ser bastante frenética já que essa é a proposta desses jogos agora o que peca de verdade é o enredo que é extremamente medíocre comparado ao que a DC fez com a série Injustice, aqui não existe uma profundidade do enredo como os jogos da DC e sim uma desculpa para os heróis se juntarem e combaterem um mal maior, os diálogos são fracos e "infinitamente" sem convicção das coisas que acontecem e da coerência dos dois universos se interligarem, você vê que os dois universos não se encaixam de maneira nenhuma trazendo aquela sensação horrível de estranheza do que você está vendo com uma infinidade de clichê e piadas que novamente não se encaixam, claro não posso falar que os outros demais da franquia tem o mesmo problema já que só joguei esse de fato mas pelo que eu vi daqui em comparação com o que a DC vem trazendo na série Injustice a Marvel tem muito o que correr atrás...


The gameplay is not that good.
Everyone who has said that is lying to you.

gameplay was good, but thats about it. looks ugly and the characters selected feel like an ad. such a shame

This game looks like hot garbage, and has a lackluster roster, but damn as someone who is trying to get into fighting games, it's fun as shit.