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Marvel Vs. Capcom 3 - gameplay

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I don't like the looks. Why no drawn graphics in a 2D game where virtually every character is either from comics or from a drawn 2D game?

Because drawing spires is hard, and costly. The character art looks great and it definitely has a comic book feel to it as it is.
 
Because drawing spires is hard, and costly. The character art looks great and it definitely has a comic book feel to it as it is.
That explanation doesn't hold water. Development budgets have gone up, not down. MvC2 used sprites. Multiple recent full-budget titles like BlazBlue: Continuum Shift and Arcana Heart 3 use sprites. Even the low-budget Street Fighter HD Remix had a new set of 1080p sprites created for it.
 
That explanation doesn't hold water. Development budgets have gone up, not down. MvC2 used sprites. Multiple recent full-budget titles like BlazBlue: Continuum Shift and Arcana Heart 3 use sprites. Even the low-budget Street Fighter HD Remix had a new set of 1080p sprites created for it.

Sure it does. MvC2 used sprites in a time where sprites were common for fighters. MvC2 didn't really sell enough copies to make up for the development cost (when it was released 10 years ago and even then it had 3D backgrounds). Street Fighter II HDR was delayed multiple times and Udon had to settle with less than stellar sprites because they ran out of time due to them taking so long to create (as well as having to outsource some of the work). BlazBlue CS (does BB CS use 3D backgrounds? Too lazy to launch it to check) is making up developing costs by including $60 worth of purchasable DLC on day 1 (at least it did for the Japanese version). Does Arcana Heart 3 even use HD sprites? At the end of the day, 3D is cheaper and faster to create content with, which means more development money to spend on actual gameplay stuff.

Oh and does the MT Framework even have the functionality for actual 2D games? If making a 2D sprite game requires making a new engine then yeah, no point in doing that. Also take into consideration the number of games Capcom develops simultaneously compared to Examu and Aksys Games and then probably have little room for stupidly expensive projects to fill a niche market.
 
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Sure it does. MvC2 used sprites in a time where sprites were common for fighters. MvC2 didn't really sell enough copies to make up for the development cost (when it was released 10 years ago and even then it had 3D backgrounds). Street Fighter II HDR was delayed multiple times and Udon had to settle with less than stellar sprites because they ran out of time due to them taking so long to create (as well as having to outsource some of the work). BlazBlue CS (does BB CS use 3D backgrounds? Too lazy to launch it to check) is making up developing costs by including $60 worth of purchasable DLC on day 1 (at least it did for the Japanese version). Does Arcana Heart 3 even use HD sprites? At the end of the day, 3D is cheaper and faster to create content with, which means more development money to spend on actual gameplay stuff.

Oh and does the MT Framework even have the functionality for actual 2D games? If making a 2D sprite game requires making a new engine then yeah, no point in doing that. Also take into consideration the number of games Capcom develops simultaneously compared to Examu and Aksys Games and then probably have little room for stupidly expensive projects to fill a niche market.
TvC didn't use sprites as far as I can tell, and I'm sure MvC is based around that engine. Plus, look how well Capcom is doing with SFIV (and SSFIV). They see no reason to "take a step backwards" just to please a few blowhards. Also, I'm sure with the 3D models it is easier to balance how many frames each move takes, as it is fairly easy to bug sprites into have instant moves and cancels.
 
The TvC engine is a "Wii only" engine (there's also an arcade version of it but that's about it). MvC3 uses the MT Framework 2.0 engine (DMC4, RE5, Lost Planet, Dead Rising use 1.0).
 
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This doesn't make a lick of sense.

When they did SFII Turbo HD remix, a lot of the characters ended up having funky looking animations because the sprites had to be hand drawn, as opposed to using a 3D model and just moving the limbs around and such. They also just went ahead and redid the HD sprites over the old ones which didn't help the smoothness either.
 
I can't wait for the Arcade Rip.

I've only seen BlazBlue Continuum Shift get an arcade rip. Hell, it took a really, really long time for them to even emulate CPS3 which is 13 years old (seriously, the CPS3/Naomi II roms/emulators didn't come out until a few years ago) so I doubt we will be seeing an arcade rip (but what's the point? There is no arcade version currently being worked on for release, its PS3 and 360 only atm and the games won't be out until spring 2011 earliest). If it goes the way of SSFIV, the arcade version won't be out for at least 6 months after release (we're looking at a late 2011, early 2012 release), but since it is on the MT Framework, porting it to PC (while unlikely) is also a possibility. So even if Taito Type X2 is basically a PC running embedded windows XP SP2, you are in for quite a long wait to even play the game.
 
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