Capcom has simplified tagging, but done so without sacrificing depth.
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The rabbit hole goes deeper when you factor in the tagging system, and it's here where the series' other big changes lie. 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. 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. Capcom 3's X-Factor, which, while an interesting mechanic on paper, often felt like an unfair two-button death sentence. The Infinity Storm is what replaces Marvel Vs. 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. 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.
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When unleashed, they unlock the full potential of the stone and give its user a big short-term advantage. The Infinity Stones also have a secondary ability called "Infinity Storm," which is charged by taking damage. So although Hulk might have a teleport, trying to play him like Strider won't work. Despite the attributes the stones bestow, each character still retains what makes them distinct among the cast. 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. Infinite's Infinity Stones, however, encourage players to make characters their own, and they offer the tools to forge distinct playstyles. 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.
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These abilities open the door to a world of creative combos, setups, and strategies that the series has never had before. 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. 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. However, like Star Trek's three-dimensional chess boards, it's all held together by a functional but crude frame. 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. Infinite represents the most significant change to the Marvel Vs.
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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. The latest iteration of Capcom's star-studded crossover fighting game is much like Star Trek's three-dimensional chess. 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? 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. It involved Kirk and Spock playing an intense game of chess, but on seven boards of varying sizes, all floating over each other.
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Capcom: Infinite reminded me of a scene from Star Trek I saw as a child.