PVP Live had the opportunity to catch up with EVO champion Nicolas 'Kane Blueriver' Gonzalez regarding his thoughts on Marvel vs. Capcom Infinite. Many of our interviewees have expressed great expectations that the next iteration will retain the heritage. We know that Kane Blueriver is very fond of the crossover series, and PVP Live reached out to him to offer some input.
What was your reaction to the trailers last weekend?
Overall glad that there's a new game in the series coming, but I don't worry about the actual game until it comes out. A lot might change between now and then. I'm definitely more excited by the relaunch of UMVC3 on the current generation of consoles.
Infinite looks like it will be the first crossover fighting game that’s more accessible for casual players. What do you think the game’s biggest challenge will be in maintaining enough depth for veteran players?
Maintaining options that reward creativity. 2v2 no assists is barely flexible, and that limits a ton of things.
How important is it that Marvel vs. Capcom Infinite includes the X-Men and other popular mutants?
Depends, a lot for the players that have been playing vs. series for a long time, but not too relevant for the casual player that might want to pick up the game for some quick fun, which is obviously the huge majority of the sales.
Do you feel Infinite will create the same following from the community?
Initially, I think more people than ever are gonna pick up this game, but in the impossible situation that the same thing that happened with UMVC3 happened with this, I doubt it would have had the same devoted following, just because of the type of game it is.
What are your thoughts on Infinite reintroducing the Gems as a groove sub-system à la CvS2?
I don't see it as a groove system, since it doesn't modify your engine while fighting. You just get some kind of temporary boost on activation that depends of the gem. It's still interesting though; different game, new mechanics, we'll have to see how everything comes out in the end.
What features do you think must be included in order to guarantee it will resonate with veteran players and new players alike?
It will resonate for sure with new players, but I honestly can't say what people want from a game to make it "competitive". Street Fighter x Tekken was pretty competitive in my eyes, and the people that killed it were mostly people that spectated, not the players themselves. The game had a lot of depth to it and challenging to play, but was boring from a spectator point-of-view.
Any insight for players who are on the fence?
No real advice, just some common sense. It's still too early to know how the final product will be. Just enjoy what we have at hand right now, and wait and see what happens when the game is finally ready.
Are there any creative, special modes that you’d like to see included along with the confirmed Story and Mission Modes?
Not really. I play fighting games to play other people, so as long as Training, Versus and Options are included, everything else is just plus that I'll probably never be touching.
We know that you’re very fond of playing the big body. What characters are you looking forward to play (returning or new additions)?
None in particular; I'll just see what's in the roster and will figure it out from there. That's exactly what I did in Ultimate Marvel vs. Capcom 3, and it brought me good rewards at the end. But this game isn't as flexible at first sight, so it probably will be more straightforward character strength than the value of possible synergies.