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Marvel Infinity War

Complete Marvel Infinity War v100a

No permission to download
Project is completed.
I'm very sad.
There's no way to download this game. the link on author's  site is unbearable, too slow. And the gamejolt link simply don't work. Tried four different browsers with no results. Tried just for test to download any game from gamejolt, more MB in size. it worked okay. The site is indicating to me the download will be finished in 4 hours; I have a 10MB internet connection not too good but no trash at all. I give up for now.
I will try this amazing game in this weekend,
 
D@rin said:
I'm very sad.
There's no way to download this game. the link on author's  site is unbearable, too slow. And the gamejolt link simply don't work. Tried four different browsers with no results. Tried just for test to download any game from gamejolt, more MB in size. it worked okay. The site is indicating to me the download will be finished in 4 hours; I have a 10MB internet connection not too good but no trash at all. I give up for now.
I will try this amazing game in this weekend,
http://gamejolt.com/games/marvel-infinity-war/201435
 
Hey guys, long time no posting, but always lurking. ;)

Well, I love the game, as I thought I would. The buttons take some time getting used to. For the people complaining about too many buttons, remember that SNES also used 6 buttons (8 if you count Select and Start). I still haven't succesfuly found a way to change the buttons placement on android (via "touch.txt" damn, that thing is hard to configure!) so I'm only playing on my laptop (also, huge loading times are a big turn off on android for me). I do believe the experience would be better with a controller.

I love how you can chain attacks and specials into combos, juggling enemies (though I think you could reduce the number of juggles you can do so it feels a little less cheap).

I think the number of characters is the highest point of the game. This is a game for COMIC FANS first, and Gamers second. We, comic fans, get crazy happy just to see a single sprite of a character (we WILL wait 30 minutes in a theater to see a 30 second after credits scene). It doesn't matter if it's optimized or if it doesn't add anything new or different to the game, as long as there are tons of characters and cameos. It's different from Ilusionista's game (in my opinion) who seems concerned much more with gameplay than adding characters to please fans - his game is for GAMERS first, Comic fans second. No matter how much perfection he brings into the code,  there will always be the "where's spiderman?" chorus from the comic book fans.

I still have many many many characters to play, but here are some general issues in my opinion:

1) Yes, characters are unbalanced. Not just because some are supposed to be better than others (like Hulk vs Jubilee), but some play much better, specially the new ones, probably because they were created with the new system in mind. Some characters received good updates, but a lot haven't. In any case, if you choose the "right" characters, you can finish a stage with 5 lives. But people feel penalized if they can't play with their favorite characters. I know char select is the "choose difficulty" option: Wolverine=easy, Emma=hard. Even so, it feels bad. 

2) The new air/run attacks that use the "weak" and usually non-knockdown attacks, while the air/run specials which do knock enemies down cost MP. This forces you to spam them, preventing access to the ultra move (which is the best "break away" move). You could add up to 50-70% more MP to all character without changing the MP cost of any moves, so you still can't spam ultras, but can use specials more times.

3) It's my opinion that every character in a beatemup should have two jump attacks: the main (attack) that knocks enemies downs, and a (down+attack) just hits and sets them up for a combo. None of these should cost MP. A lot of games are like that and it's something that I think works very well to control mobs. An air special should be something else, like diving attack or a shooting a projectile mid air. There's a really big difference between Dr. Strange's and Storm's air specials right now.

4) the number of enemies on screen is way too high. Specially shooters! Breaking away and keeping enemies on the ground would make it much easier to control the battlefield, but it's much harder to do it now, because of what I said on earlier. Also, there isn't a clear progression of difficulty: stages can already start with a lot of enemies, something you'd expect on later levels, near the boss. In my opinion, you should begin fighting fewer and weaker enemies on the first levels, and later you start encountering one or two bigger badder foes, until later you have to deal with a group of them. I don't know if it's possible to increase the number of enemies in a group according to the number of players, but that would be the best thing ever.

5) X-Npcs are very unbalanced and Xavier dies too easily and you have to restart everything. Good to know you plan on changing that. (please make the big sentinel arrives from the right side, because while you move forward, Xavier usually stays behind). This shouldn't be a hard stage - should be more like a bonus stage. Though it's a great idea to use the npcs, I can understand people finding it strange that they don't have jumps, and blocks and etc. You can't say they aren't real fighters, because Bishop and Domino aren't exactly noobs, while Jubilee is a full character.

6) I know it's an openbor thing, but it's unclear that you can restart the game and keep your unlocked stages/gems when you die. Nothing to do about it, I think.

7) Suggestion: Using Infinite Continues cheat on Story Mode breaks it, but Infinite Lives doesn't. So maybe add this to the "how to play" as a "secret" - cheating is something Deadpool would definitely teach. ;)

8) Suggestion: Instead of increasing the starting number of lives, increase the number of lives found on stage hiding them on secret places and perhaps more Stan Lee cameos (by the way, he should stay on screen instead of disappearing as soon as you hit him so it doesn't seem you actually killed him!). Or maybe items that give a lot of points so you can gain lives faster.

9) Suggestion: allow both buttons and combination inputs. I've done that on MFA2, just by placing a couple of comands at the start of the characters txt, something like "com F F A2 freespecial3" "com D U A3 freespecial4" or whatever syntax works. This will please your kids and allow grognards to use their hadoukens interchangeably.

10) Suggestion: increase jump height for all characters, not just because of plataform levels, but to help dodge bullets. Speaking of jumps, now all characters can change direction mid air which is ok, but they shouldn't do that during a dive attack, like X23 and others do.

11) Suggestion: Stryfe's run. Oh My God. Kill it! Pleeeeeaaase! (the jump animation has a nice enough sprite for a "levitation" move if you change the cape)

Overall, I'm very happy with the game!
 
I like this game for a lot of reasons and the roster is very good!

But few things bugs me a bit (not finished the game yet)
Some characters cannot grab at all or have very limited moves :/
Some of the ultra moves are not that impressive (looks like a a special move sometimes)
There is a lot of enemies (punks) to beat, particularly when facing a boss.
The stages with non-regular heroes can be very long and repetive.
I f*cked my savefile with a loading after having restarted 4 times from the 1st level (I'll take a break on it before to take it on again)
 
It's different from Ilusionista's game (in my opinion) who seems concerned much more with gameplay than adding characters to please fans - his game is for GAMERS first, Comic fans second. No matter how much perfection he brings into the code,  there will always be the "where's spiderman?" chorus from the comic book fans.
I agree more or less with you, but yeah, maybe I focused more in GAMERS than COMIC FANS. But my ultimate goal is to people have FUN with the game (with a bit of rage, lol).
About the Spiderman, for the love of *insert your God here*...you can't imagine HOW MUCH messages I got asking "WHERE IS SPIDERMAN". I almost cut him from the game thanks to that, lol.

I agree with Beto's points, specially the 9. Also, about jumping, is something I do want to change on my game too: you could make smaller bbox, so jumping players aren't so easily targeted by on ground attacks (for example, its a common sense that jumping players should not be hit by low attacks like sweeps, for example).

I have a suggestion: you can reuse all characters ATTACK4 as a RISEATTACK, just removing the BBOX (so they are invincible) and making the attack unguardable. So you can "clean" the are where you are lying down when there are too many enemies.

Some other feedback I got today (always from Android port):
- Laufrey (its the right name?) attack hits both front and behind him. If you try to do a runattack or runjumpattack, you will hit him...but the axe will hit you once you are behind him.
- In Russia stage, some of those granade tosser (after you beat Omega Red) got stuck on the screen edge - trying to walk, but stuck on place.
 
nedflandeurse said:
I like this game for a lot of reasons and the roster is very good!

But few things bugs me a bit (not finished the game yet)
Some characters cannot grab at all or have very limited moves :/
Some of the ultra moves are not that impressive (looks like a a special move sometimes)
There is a lot of enemies (punks) to beat, particularly when facing a boss.
The stages with non-regular heroes can be very long and repetive.
I f*cked my savefile with a loading after having restarted 4 times from the 1st level (I'll take a break on it before to take it on again)

I enjoyed the game a lot as I was looking forward to it for some time. I think certain characters lacking grabs was intentional based on the characters power i.e. Storm isn't physically going to be throwing people around so more or less characters lacking super strength lack throws. I didnt mind all the punks just made it challenging but I understand how that could be annoying to some. Plus it was cool to add all the characters people love to the game never got to play as rocket raccoon before. so I enjoyed it a lot
 
I can't imagine why anybody would want to watch a 2 and a half hour video, but for anyone who enjoys beat 'em up gameplays, here's my playthrough of Infinity War: 
https://www.youtube.com/watch?v=t3ppvhemYy8
Sorry I suck so bad.

There's a few pauses where I had to take a break to eat and stuff, but I cut the lengthy ones out.
 
Thanks for feedback guy, didnt covered all yet, but did some easy fixes.

- change spawn position of klaw and big sentinel on mansion
- removed invencibility from almost all bosses
- added new hulk grab special
- fixed how to play position
- reduced musics size (thanks ilusionist)
- added more range to SW basics
- removed Stryfe run anim
- reduced amount of enemys on cerebro room, and removed select char between cerebro and corridor.
- incressed delay time of somes shoters
- incressed damage of npc-players: banshee, strong guy and shatterstar
- more time to x23 counter
- if fail at xavier, you must repeat this level instead return to map pick
- one more pallet to hellfire guards



download:
http://www.zvitor.com.br/projeto/mfa3.html
 
I have a few things to say, but just one right now. Something needs to be done about the final boss.

I don't like that the game just throws me right at him, and I was using She-Hulk. Seriously, try fighting this guy with She-Hulk. I had 99 lives and 99 continues and he took nearly twenty of my lives during the stage. I could not win and gave up.

So what is the problem? That homing blue circle. It doesn't need to home in on my character, freezing it in place. The clones are defeated, it is just me and him. Everytime I go to attack, he just knocks me back or hits me with that homing circle. This wouldn't be a problem if he wasn't constantly spamming me with it. Because then he's just constantly raising his arm and getting health. It's a never-ending battle. I got him down to half three times, then it's back up again. I cannot win this battle with this character and there is no way to change into another. It's just too much, absolutely not fun at all. I enjoyed the game up to this point, but this is absolutely ridiculous.

I'm thinking about going into the script and literally removing the life gaining section myself, that way I can actually finish the game. 

Actually, I found something a bit more fun.

"subject to hole = 0" I changed that to "1" which means that when I knock him off the platform, he'll fall to his untimely demise. :)

Nope. Not sure what that did, or I edited the wrong script. Still, this is pretty interesting.  Maybe if I decrease the health total from 500 to 250, I'll have a bit easier of a time with him. Worth a try.

Wow. Worked this time. He simply fell off the platform and died. That was funny. When he fell, all the clones vanished as well.

Pretty short ending, but the journey was more important than the destination, right?

Anyway, I'll try to have a full review tomorrow.
 
Yeah I got wrecked against magus too. I tried fighting him with like 5 different people and ended up on Dr. Strange and beat him easily which was weird.  Also I ran into an issue with pressing block even after i pressed the button my character continued to block I had to hold block for the rest of the fight even after death.  Other than that I enjoyed the game a lot.
 
Thanks for the update :) I'll try it out here shortly.

I wanted to leave some more constructive feedback for character balancing. I would say that, out of the new characters, Mystique and Scarlet Witch are the ones that need looking at the most. In my video you can see I have a lousy time doing anything with them. They almost feel like unfinished characters and their sprites and animations look a little off in places and not very smooth (though I must say, their actual design is excellent). Mystique feels lacking in moves and the moves she has don't seem very effective, especially in crowds (which is what you face most in the game) and Scarlet Witch feels really awkward. Her dash and basic jump attack feel bad and clunky and her main combo seems to miss a lot of enemies due to her height. I find her aerial special isn't very useful because every time you jump, you're vulnerable to being knocked down, and it's difficult to line up an accurate shot with it before you get hit, and even when it does hit, it doesn't feel worth it unless you're really lucky. Groot could use a bit of work too. His animations and attacks don't look very impressive at all (but I can imagine how hard it is to make sprites for a character like him, lol) and he gets destroyed in crowds. Melee enemies surround him and beat him to death whilst he's unable to do anything to stop them, and gun enemies line up in a row and pin him to the side of the screen in the same way (though maybe this will be fixed if their fire delay has been increased). It would be awesome if his Ultra Move could wave back and forth like it does in the movie. I doubt it could be programmed to actually pick the enemies up and throw them back and forth, but still, the closer to the movie, the better. Rocket can be tricky too but I've learned that his block make him duck under bullets, which is awesome, although often the enemies won't stop firing, so the minute you release block, you get hit anyway... Same goes for blocking on most characters. So many enemies all trying to hit you at once, you release block and you're bound to get hit by something, lol.

I haven't had a chance to play many of the old characters yet, but of the ones I have, Black Widow still feels really bad. It's like if you pick her, the game just laughs at you, lol. Moon Knight was one of my favourite characters in First Alliance 2. I like his new Ultra Move. It's way more useful. However, his jump attacks seem like they miss an awful lot :/ Often he flies right over their heads, and other times it just doesn't hit when it looks like it should. I don't know if it's a hit detection problem or something but I only succeeded in hitting an enemy around 45% of the time, even if visually it looked like the foot connected with their sprite. Also the final hit of his combo seems to have a really tiny range too. You have to pretty much be standing on top of the enemy in order for it to connect it.

A lot of the enemies are annoying (those damn jump kickers! lol) but the ones that frustrate me the most are the A.I.M Guards because they knock you down with one punch and when there's 5 or more of them, you can't avoid it. You can't use jump attacks because they punch you out of the air, and you can't try to run around them because again they just knock you to the ground. I thought it was just Coulson that suffered with them but I found pretty much every character does, especially in the New York scenes with all the cars because the cars make it so much harder to move away from them, so you're constantly being knocked down. Aside from being annoying, it feels unrealistic for the setting. They're Superheroes! But the are getting their ass kicked by regular dudes in a hazmat suit, lol. It just makes the hero look pathetic.

I'm gonna get back to playing. :) Hope this helps.
 
he'll fall to his untimely demise.
This would simply destroy the chracter. He is MAGUS, one of the badass from Marvel Universe http://marvel.wikia.com/wiki/Adam_Warlock_(Magus)_(Multiverse) which is above Class 100.
You would not defeat him by simply making him fall from a platform, specially because he flies...

@ZV: I haven't tried the updated version, but in Android (version 4420) there is a bug which prevents the game to continue.
Right after you protect Xavier, the game closes (the engine crash, no gameover or half of fame). The logs doesn't says anything who causes it.
The only thing I got right in the begining of the log file is FileCaching System Init...... Warning: pak header is too large: 587776 / 524288 but I don't know that this means.

ah, I almost forgot: When you fight Ronan, if he knocks you down close to the edge of screen, you can't get up, because the attacks you over and over with an unbloackable attack. Wasn't the players invincible when they rise?

 
Another suggestion:


GIVE SHRIEK BOSS LIFEBAR!

And also add the remake-only bosses to the boss rush, perhaps?

And make Doombot and NaziBot have robot death sound.
 
D@rin said:
I'm very sad.
There's no way to download this game. the link on author's  site is unbearable, too slow. And the gamejolt link simply don't work. Tried four different browsers with no results. Tried just for test to download any game from gamejolt, more MB in size. it worked okay. The site is indicating to me the download will be finished in 4 hours; I have a 10MB internet connection not too good but no trash at all. I give up for now.
I will try this amazing game in this weekend,


Thank you.  with this last link I was able to download  the game correctly.
First I gonna say I enjoyed the game. But for some reason, differently from the other 2 projects(mfa,mfa2) I had my "ssa" was beaten off so hard my playthrough was just falling, standing up to falling again, beaten to ashes.
Result: the only level I could manage to complete was the Colson's prologue. I don't know if it was me who lost the pace or the game is very very hard that it is almost unbeatable. so I sincerely ask: Did this game has some dodge moves like Super final fight gold, that you can perform to escape the enemies when they are crushing you unceasingly? Like "Up. attack in  mid air", in the example from SFFG.

Just to clarify I'm not criticizing the game, or making negative comments about it. I'm fan of these works since the wonderful MFA and MFA2(the last one I introduced to a lot of friends and played with them a lot happily). I just want to know if I doing something wrong and the consequence was having my "ssa" beaten off or I think I'm dumb... or maybe just happy 8)
 
Here's the review. (Yes, I review things professionally - mostly music - but this turned into a mesh of thoughts and I'm having bad sinus pains, so I'm leaving it as is.)

Marvel Infinity War is the third game in the long-running Marvel First Alliance series of games by Zvitor and now Zvitor and Maru. It feels kind of odd, because it follows a plotline that was already alluded to in the previous game. Obviously, one would be expecting Thanos to be the final boss again, but he's surprisingly not. Instead is a lackey of his by the name of Magus. There's actually a glaring issue here and let me get right to it – this doesn't feel like a true successor to the first and second titles (which were more or less similar) and instead feels like a interquel. If we remember correctly, the ending of Marvel Second Alliance seemed to roll right into “Age Of Apocalypse” which I had been awaiting for quite some time now. Regardless of whether or not the film adaptation was any good, there was so much that could have been done with that game, or it could have at least served as a good chunk of this one. Personally, the villains of the series should have went, Red Skull, Apocalypse and then Thanos respectively, but seeing as the Red Skull game also included Thanos, that throws the whole mythology out into the ocean. In any case, I noticed that upon entering the Russia section, Apocalypse was indeed already there, and fully playable. I mean, yeah – I did kind of want to play as him. He is Apocalypse after all. But I wanted to fight him first with the X-Men. Again, this would have made a good opening to the game.

In any case, more than just the storyline feels off in this one. First Alliance is also included so that you can see how the storyline bits helped to move the plot along, but that's completely absent from this game. I would have liked to read through the dialogue scenes in order to see how all of this was going to be displayed within the game context, but all I received were short bursts that more or less explained nothing. Another unique feature that is missing from the game was the ability to unlock new characters. In the first game, it's more linear approach opened up new characters as you went on and it made you eager to play with and try out those characters. It was a pretty fun mechanic and I was hoping it would make an appearance here as well. Unfortunately, that's not the case as a Mega Man style stage select takes the place of that. In addition, you can only use certain sets of characters in those stages, which takes away a lot of the thrill of the earlier titles. For example, in New York I can only pick from characters like Luke Cage, Spider Man and Squirrel Girl and in Russia I can only pick villain characters like Shocker, Carnage and the aforementioned Apocalypse. Speaking of Apocalypse one more time, it feels like old Apoc was meant to be a big bad. Just look at how many different sprites and sprite animations he has. Even the running sprite shows that the team had this guy pegged for his original last boss position in Age of Apocalypse, a game I still want to play. But putting that aside, you're confined to these characters and can't really unlock new ones throughout the course of the game, which was a huge selling point to me. The number of characters is staggering and the fact that they've been locked down is a real upset.

Also, some of these stages are just too short and uneventful. Let's address the elephant in the room right now. For the most part, I'm kind of being thrown onto a board and completely overpowered by enemies, few of which have any noticeable palette changes or styles. I will say that a couple of the enemies are pretty unique, like Evil Cyclops who was not ripped from the SNES War Of The Gems and had to be made from scratch. I appreciate that. The backgrounds offered can be pretty cool though, and putting Stan Lee in places throughout the game for a nice bonus is a fine touch. I like the addition of ultras, or at least the fact that they're only one-button now. Some of them could be a little cooler, but others are pretty neat. It's a hit or miss there, simply depends on what character you choose. Some of the characters will also say an do things when you leave them alone, Starlord being one of my favorites in that sense. Much was taken from the hit The Guardians Of The Galaxy film and it translates well into the beat em' up. I also have to say that I thought the Arcade's Revenge soundtrack went extremely well with the space area of the game, and it's trippy nature fit far more than I would have ever expected. The Fantastic 4 might have been playable, but this was clearly meant for The Guardians Of The Galaxy.

The amount of helpers was unexpected, as Blade and others joined (why no playable Blade?) your character in helping to dispose of evil (or good, if you were playing the bad guys) and I found most of them pretty decent. I'd say they died rather quickly though and weren't all that big of a help. Speaking of bad guys, Mephisto is teased as the helper attack for every villain, but he isn't playable either. Obviously, many of these can be held off for future games. Even so, the amount of characters and helpers available still doesn't excuse the fact that these levels are pretty basic compared to those of the first and would rather leave the player in a confined spot to face dozens of enemy clones. Palette changes or even more enemy types would be nice, but often the stages are quite small and only offer an interesting boss every now and again. The biggest glaring design problem lies in Inferno, which as interesting as it could have been, is a techno-dance party full of thousands of reused boreworm sprites from Splatterhouse. There are those dog-type enemy things (at least that's what they've always looked like to me) as well as a horde of skeletons, but nothing really sticks. The most you're asked to do is to survive a skeleton onslaught after already being asserted by fifteen thousand boreworms. It's a very short stage, most likely made from the remnants of the scrapped Ghost Rider minigame. The funny thing about it, is that I walked through those early stages myself and found that some of them had a bit more depth than what we got in the end. The inferno just felt kind of there, like a placeholder for the soul gem that was thrown together in an hour's time after the backgrounds were done. When your design choice is “fill the place up with one sprite” then you know that maybe it's not such a good idea.

The whole thing just kind of feels rushed. Honestly, it feels like a game rushed out to meet a deadline. Maybe they had planned to include many of the features I mentioned from the previous one and just decided against it. One of the only redeeming features I found in the game was the reworked Thor (Asgard). Trust me, I wanted to snap my Xbox controller in half after playing that through the first time, because it was so monotonous. But these levels actually felt a bit more interesting. Playing with Iron Man and finding the Hulkbuster armor upgrade was unbelivably cool for instance, and I'll say that that made my job a bit easier getting through there. But the very fact that Hawkeye received the necessary buffs that he needed in order to be useful is a feat in itself. It's a highly praised feat, and it allowed me to beat the frost giants with well-placed arrows and stronger attacks than before. Hawkeye was absolute garbage in the first one, but now I can actually say that the fight between he and the level's boss Enchantress (not DC, I was surprised too – had to do a Google check and found out that they both wear the same green dress as well) actually felt doable. Trust me, in the first game I only dreaded having to fight a boss with Hawkeye. That changed here. In any case, all of Asgard felt perfect and I'd say that it along with the space stages were the best that the game had to offer. Russia was in the middle, I'd say.

Some of the final bosses didn't feel all that interesting either. There was no final boss in Russia. You just broke the glass and grabbed the gem. Umm.... what? Selene was the final boss of the X-Mansion, which wasn't all that interesting of a character to me, but probably because villains like Apocalypse and Stryfe were playable from the very beginning of the game. Also, can anyone tell me why the villains never met the heroes and everyone is just kind of working together to stop Magus? Never throughout the entirety of the game do the villains run into the heroes and you never have a section where like the first game, you fought a slew of villains at one time – not just enemies. Again, this seems to be the product of a rushed storyline.

Obviously, MFA3's fate was up in the air for quite a while and I heard that there weren't even plans to do it at all. Maybe that's why this one was sort of pieced together so quickly and doesn't follow the storyline of the previous games. It feels like a weird What If? story instead of an actual part of the Marvel franchise. MFA1/2 were absolutely great beat em' ups, and had enough added content that any kind of follow-up was going to need to be awesome. Unfotunately, this one wasn't quite as awesome and it might be time for the team to go back to the drawing board. If you've already covered the war of the gems in the first one, then just give us Marvel Vs. DC and Darkseid, Thanoseid or even Onslaught. In my opinion, that's probably the only story that could one-up the awesomeness that the previous games were.

For the most part, I thought some of the characters were better balanced, but unfortunately Shadow Witch was a nightmare. Many of the bosses have weird blowback attacks, which is why she kind of crashed and burned. I also felt that Moon Knight was a little weak. Trying to battle Magus with She-Hulk proved damn near impossible. This is always going to be an issue when you balance out so many characters though. Magus, the unexpected final boss (it's over already?) was pretty overpowered and definitely needs some balancing work. He could do far more than spit out constant homing circles, which freeze your character and allow him to regain his life back in an instant. It's like winning a losing battle, even if you had five-hundred lives. A final boss should be tough, but not that kind of impossible. Yet again, this feels like a part of being simply rushed.

Marvel Infinity War is definitely not what I expected and has more shortcomings than I would have expected from the creator/s of one of my favorite Marvel beat em' ups of the modern era. It suffers from a lack of what made the originals so fun and interesting, and feels like a rushjob. Even the remake of War Of The Gems is not completely finished and is missing several areas. I've beaten that cart easily dozens of times, and know for a fact that this was just kind of shoveled in at the last minute. Some of the music kind of felt off as well, especially in New York. I was surprised to hear bits of the X-Kaliber 2097 (I owned the physical cart) soundtrack spersed in as well, but only the intro theme (Welcome To My Mind) and the first level's theme were used. It actually would have been cool to hear the boss themes from that game used here as well. A lack of boss themes irked me a bit. Made them feel less important. The Spawn soundtrack also would have been useful. There are myriads of classic game soundtracks that would have fit these stages much better than what was used actually. I'm surprised that the funky Seperation Anxiety soundtrack wasn't used in New York. Of course, there are others. Obviously, the SNES Spawn music would have worked well for the Inferno stage. I could nitpick all day, but at the end of the day it is what it is. Marvel Infinity War is worth checking out, but it's not nearly as good as the included predecessor.

7/10
 
Whilst I hate to be a party pooper and spread negativity, I have to agree with everything said above. Great review thefallenalchemist, you were spot on accurate with all of your points.
 
Speaking of that, the cut content includes a mode based on the SNES Incredible Hulk game and a mode based on Wolverine: Adamantium Rage. And several helpers including Shang-Chi, Cannonball, and Tarantula.
 
thanks for feedback thefallenalchemist,

i cant make everyone happy, biggest complain on mfa2 was about unlock system, "make all playable at start".
about history, thanks to a allowselect limit, I was forced to split roster on teams, because i cant have at any point after game start a 74 playables chars select, and first thing which come to my mind was use infinity gems,
age of apocalypse never was planned to be a new story mode, plan was add a new mode like asgard on mfa3.
Sorry if i didnt made it like i promissed, game plans changed, it become a new game,
Maybe you dont know, but Magus is the real villain at Infinity Wars Comics saga, not Thanos.
i confess, story dont have a high priority when i do a game, im glad you liked MFA plot, but was not about war of the gems,was about cosmic cube, maybe you dont remember, but thanos get cosmic cube from red skull, and red skull enter at team saying "im the only on who can follow hauhauhauha", dont look so perfect to me, in end to me is all about kick thugs ass to clean the city.

about be rushed, plan was release at begin of dezember, i didnt made cuts, i released game like i planed, im receiving some bad feedbacks, and i respect all, i read everything

and feedback about chars, enemys, stages:
im taking notes, alredy did some changes on SW and planing mores slowly,




Miru said:
Speaking of that, the cut content includes a mode based on the SNES Incredible Hulk game and a mode based on Wolverine: Adamantium Rage.
i never planed add this modes.


 
ZVitor said:
thanks for feedback thefallenalchemist,

i cant make everyone happy, biggest complain on mfa2 was about unlock system, "make all playable at start".
about history, thanks to a allowselect limit, I was forced to split roster on teams, because i cant have at any point after game start a 74 playables chars select, and first thing which come to my mind was use infinity gems,
age of apocalypse never was planned to be a new story mode, plan was add a new mode like asgard on mfa3.
Sorry if i didnt made it like i promissed, game plans changed, it become a new game,
Maybe you dont know, but Magus is the real villain at Infinity Wars Comics saga, not Thanos.
i confess, story dont have a high priority when i do a game, im glad you liked MFA plot, but was not about war of the gems,was about cosmic cube, maybe you dont remember, but thanos get cosmic cube from red skull, and red skull enter at team saying "im the only on who can follow hauhauhauha", dont look so perfect to me, in end to me is all about kick thugs ass to clean the city.

about be rushed, plan was release at begin of dezember, i didnt made cuts, i released game like i planed, im receiving some bad feedbacks, and i respect all, i read everything

and feedback about chars, enemys, stages:
im taking notes, alredy did some changes on SW and planing mores slowly,




Miru said:
Speaking of that, the cut content includes a mode based on the SNES Incredible Hulk game and a mode based on Wolverine: Adamantium Rage.
i never planed add this modes.

I distinctly remember you mentioning those on a blog comment.

And I like these improvements, but Hulk old grabspecial was cool and I would like to see it added back in some form.
 
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