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Marvel Vs Capcom 3: GamesCom Producer Interview

Aug 25, 2010 // s-kill

In Germany last week at Gamescom, Gamasutra’s Brandon Sheffield sat down to talk with MVC3 producer Ryota Niitsuma .  They talk about the new look, pacing, and of course about how to balance such a zany crossover with lasers, missiles, fireballs, meteors, and even bodies flying everywhere!

This series perhaps has the most guns I’ve seen in a fighting game. How do you implement guns in a fighting game where you have magic powers and things like that? Guns often shoot instantly across the screen; was implementing guns difficult in a fighter?

RN: Bullets are flying projectiles like any of the other projectile weapons in the game, and balancing out all the projectile weapons is actually not all that difficult. Some characters may have guns that put the opponent off guard, but while they shoot instantly, there might be a long time lag before the character fires — that sort of thing. So we can fine-tune the balance in many different ways like that, which makes things really not that tough.

Check it out here