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Marvel vs Capcom Infinite learns from Street Fighter V’s struggles says Capcom

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In an interview with finder.com.au, Capcom discusses how it will avoid Street Fighter V’s launch dramas.

For the most part, Street Fighter’s three-decade legacy in video gaming is one of triumph and victory. However, Street Fighter V was the anomaly. The last core title in the series, it released on PS4 and PC in early 2016 to a lukewarm reception. While the gameplay and visuals were as fun as they have ever been, the game’s lack of single player content was made worse by unstable online performance, turning many fans away. Digital and physical sales combined, the title only managed 1.6 million sales, which was well below the nine million units its predecessor moved.

Thankfully, Capcom (one of the greats of the fighting genre) isn’t backing down from another shot at the title. On September 19, its next title – the crossover fighter Marvel vs. Capcom Infinite – will hit PlayStation 4, Xbox One and PC. The game returns to 2v2 combat, scratches the character assist feature in favour of tag-in, tag-out combos, and introduces Infinity Stones (which grant added powers). We caught up with associate producer Peter Rosas to talk about the game, and asked how Street Fighter V’s reception had impacted development.

What lessons were learned from the launch and post-launch of Street Fighter V and how has that impacted design decisions on MvC: Infinite?

The team working on Infinite is a completely separate team to the Street Fighter V team. That said, of course we definitely learnt some valuable lessons from Street Fighter V. With Marvel vs Capcom Infinite, it’s really important to us to ensure that the game launches when it’s ready. This includes having Story Mode and Arcade Mode available on day one. Street Fighter V suffered server issues when it launched and this was largely down to the fact we were building our own network known as the Capcom Fighters Network. With Infinite we’re utilising a roll back net code to provide a first-class online experience, including having online matchmaking and lobbies for up to eight players from day one and also using first-party servers.

The game isn’t currently announced for the Switch but uses the Switch-capable Unreal Engine 4. Have you got it running on Switch? What discussions have been had about bringing the title to the format and what form it might take?

The title is only announced for Xbox One, PlayStation 4 and PC.

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