The next installment of Marvel Vs Capcom is here!
And it’s made by fans!
…Wait, what?
It’s been quite some time since the last game we got from the series. As many know, Marvel Vs Capcom Infinite left much to be desired; however, despite this slight stumble in the history of these games, everyone continues to enjoy the saga. Yes, everyone, there is not a single person who doesn’t love the MvC titles.
Due to this undeniable fact and the lack of new VS games, it was only a matter of time before a group of (super)heroes took control of the situation. Thanks to their great efforts and dedication, one of the best things that could happen in recent times manifested itself: mods! But not just any mod, these are for the favorite of many: Ultimate Marvel Vs Capcom 3.
It hasn’t been easy to get to this point. Unlike other games, UMVC3 had too many restrictions, and creating a mod seemed almost impossible a couple of years ago. The tools were few, the options limited, and at most, only small aesthetic changes could be made, nothing that would catch the public’s attention outside of the most hardcore fans; not to mention that the PC version was released in 2017, six years after the original on consoles! Today, words are lacking to describe how much these dedicated modders have achieved.
In this post, we will review the timeline of UMVC3 mods, a task that started as a dream and is now a reality, and what a reality it is. Grab some popcorn and keep scrolling, there’s a lot to see!
For a better experience, I recommend reading and watching the videos in the order presented.
Level 1: Cool!
The first mods were simple. Not many changes could be made. As expected, the most basic was to change colors, textures, and music. In the following images, we can compare the original alternate colors of Akuma versus the colors modified by user BruicidalBleathMetal on Gamebanana, on April 13, 2017.
(Akuma, original alternate colors. Ultimate Marvel Vs Capcom 3).
(Akuma, modified colors. Source: BruicidalBleathMetal, Gamebanana).
————————- 0 ————————-
Level 2: Great!
During this time, it was believed to be difficult to do anything beyond colors. Extra characters? New modes? Yes, sure… modifying the game was almost impossible. But then a light began to fall from the sky and it looked closer and closer and closer… No wait, it wasn’t a light, it was Doom doing a FOOT DIVE.
This is when it was discovered that some VERY small edits to movements could be made; as small as saying that if a projectile went to the right in the original game, now it could be changed to go in a random direction, wow!
(Arthur’s projectiles here should go forward, but they were changed to be launched in any direction).
This discovery was important; being able to modify movement statistics meant making them better or worse. Where does this lead? To balancing the game! (something that Capcom didn’t seem too interested in, cough cough). UMVC3 is notorious for having very powerful characters. This inevitably resulted in the first major mods focusing on balance, such as UMVC3 Arcade Edition, Project Mahvel, UMVC3EX, among others; different mods with the same goal: nerfing Morrigan, Vergil, and Zero (lol).
(UMVC3 Arcade Edition gameplay).
————————- 0 ————————-
Level 3: Awesome!
Well, we’ve modified movements, can we do anything else with them? Yes! We can alter their properties, swap them between characters, compile them into one. We can give Doom’s missiles to Chun-Li…
Chun-Li with missiles? That sounds familiar…
Here’s how the first “original” characters appeared: Shadow Lady over Chun-Li, Lilith over Morrigan, Orange Hulk over Hulk, and Evil Ryu over Ryu. Unlike previous mods, these characters were not the originals with balance alterations; no, these were unique characters and functionally different from their counterparts, a concept seen in earlier games in the series like Marvel Vs. Capcom 1. These became known as “palette swap” characters (or PS from now on).
(The first developed Palette Swap characters).
————————- 0 ————————-
Level 4: Wonderful!
The beginning of greatness. Let’s get straight to the point; finally, we see our first completely original character*: Captain Marvel, created by Tabs, one of the most important modders in the scene.
*IgnoringthefactthatsheappearedinMVCInfinite,sonotTHAToriginal.
(The first look at Carol Danvers, Captain Marvel, using the Phoenix model as a base).
This could be considered the true beginning of the scene. The importance of Captain Marvel was considerable, as it would lead to the discovery and development of techniques that resulted in the creation of other original characters like Ken, Cyclops, Thanos, and more.
These techniques involved taking animations and movements from other characters and putting them in one place since creating them from scratch was impossible. You can clearly see how we could have new characters, but still using resources from the same game:
(First look at Cyclops, using C. Viper as a base).
However, by only being able to use these resources, some… interesting results occurred. C. Viper was used because she already has a movement in reference to Cyclops’ “Optic Laser.” After editing the model and some textures, this is how our favorite laser pointer turned out:
(Cyclops… your arms…).
But hey! If you squint your eyes, it kinda looks similar, right? (coping).
I can’t help but mention one of the most iconic side effects of this experiment: a hip movement that is quite…*sweats*.
(Shakira who?).
————————- 0 ————————-
Maximum Level?!: Viewtiful!
Cyclops and the others can now shed their old skin and show off their glorious designs they’ve always had. This is thanks to a model importer that was developed. Gone are the days of taking and editing existing models; now, everyone can look as we know and love them.
(Model importer announcement screenshot).
Here’s a trailer of how the game was looking at the time with all the aforementioned improvements:
(Gameplay trailer of PS characters with their new models).
————————- 0 ————————-
Level 6: Uncanny!
Okay, okay, I know seeing these characters in this way is amazing, but calm down; we’re not done yet, there’s something very important missing in this journey.
Because the modified characters replace their original counterparts, pairs like Cyclops and Viper or Frank West and Ultron couldn’t exist on the same team. Is it because these pairs are enemies who secretly love each other and that’s why they can’t be together? Yes No, the PS characters use the space of an original character, meaning both cannot coexist within the game at the same time. Even if you wanted to have them together, it’s simply impossible.
Or it was! At this point in the timeline, modder Gneiss developed a tool called the “Clone Engine,” allowing him to create new spaces independent of those used by the original cast. Now you CAN have Frank West and Ultron together, the pair of your dreams.
A fun fact about this section is that YouTuber Maximilian Dood, known for his fighting game content, put a bounty for anyone who could develop this tool, and as you can guess, Gneiss was the one who claimed it. Here’s Max offering the reward and here awarding it to Gneiss.
(Gneiss showing that it’s possible to have two characters using the same space on the same team).
————————- 0 ————————-
Level 7: Crazy!
We have everything we need, what more could be missing after so much?
Well… the PS characters are still based on movements from others. Believe it or not, the animations you’ve seen in the previous videos are still not created from scratch by the modders but continue to use the technique of taking animations from the base characters and combining and editing them to create new ones. In their early stages, this resulted in what happened with Cyclops, but after much trial and error, it was hardly noticeable that this wasn’t official game content.
This video from CaliKingz, another important modder for the scene, shows the immense progress made as months passed. He has created characters like Gambit, IceMan, Captain Commando, and many more.
(Gambit gameplay).
However, now it’s no longer necessary to do this only, and the process is much simpler (at least in comparison), as we finally have:
(First trailer of PS characters with custom animations).
————————- 0 ————————-
Level 8: Unstoppable!
FINALLY! We’re almost at the end of our story, for now. The last thing to mention is that people are working on the next big barrier: creating a stable online mode using Rollback netcode.
Did you play UMVC3 online? Or maybe other games like Smash Bros. or Street Fighter IV? If the answer is yes, then you know that playing them online was like trying to fight underwater, unless maybe you lived near your opponent. That’s what this mod is trying to change.
If you don’t know, in very basic terms, Rollback is a system that makes playing online feel the same as playing offline, without delay when pressing a button, no matter where your opponent is. The system instantly handles latency between both players, making “predictions” of where the characters are when a button is pressed. Yes, it’s somewhat complicated, but the important thing is that it results in a much smoother experience. Games like Mortal Kombat 1, Street Fighter VI, and many more use this system.
Not everything goes as one would like, however. Twitter user HkHaan96 was working on this mod, but then gave us the latest update on this project in November 2023. Despite having successful tests, he announces that he will no longer work on it, and other people would take his place. To date, we haven’t had any news about this, but let’s hope that someday we can have something that gives UMVC3 the online mode it deserves. We thank Hk for his dedication!
(Demonstration that both versions can be synchronized with Rollback).
————————- 0 ————————-
And thus, we arrive at the present, quite a long journey, isn’t it?
Now we can enjoy something that was only fantasies years ago. Remember in the ‘90s when you played MVC1 for the first time in the arcade, and that made you think, “What if in the future I could make Doctor Wily fight against Doctor Octopus?” No, just me? Well, but now it could happen!
It’s a matter of waiting and seeing what more these dedicated and hardworking modders do. Who knows, maybe you can become one and create that dream character. The possibilities are truly “Infinite.”
Thanks to:
- Tabs, for their help with information about the first PS characters. Subscribe to their YouTube channel or follow them on Twitter to see their latest mods.
- Marvel Modded, for their help confirming the mods timeline. Follow them on Twitter to stay updated on the biggest mod “Community Edition,” a project that aims to unite all mods made by the community.
- All modders in the scene, for their great efforts that will keep this game alive for many years to come. The list would be endless if we included everyone, but please know you are all extremely appreciated!
8 notes
·
View notes