first_imgCapcom will finally be releasing a sequel to their popular Marvel vs. Capcom series early next year, but game tech has changed a lot since Marvel vs. Capcom 2 was first released for the Sega Dreamcast a decade ago.Back then, you see, Marvel vs. Capcom’s fighter roster was comprised entirely of 2D sprites… most of which were culled wholesale from existing Capcom games. It was an efficient way to make a game with over 56 different fighters: just reuse the art that was already on file from existing games.Now that Marvel vs. Capcom 3 is a 3D affair, though, all the fighters need to be hand modeled… which is why the fighter roster in the latest game is so much smaller than in the previous title. But 3D’s also created another problem: costume changes to distinguish characters fighting one another in multiplayer. With 2D assets, this is as simple as a palette swap, but with 3D models, you need to reskin and potentially even remodel each character. That’s a lot of work.Over at, there’s a fantastic post up explaining how they’re doing alterate costumes this time around. Basically, they’re looking to reskin characters in different color schemes that are evocative of actual Marvel variant costumes but without changing the model. For example, black costume Spider-Man is in, while, say, Wolverine without his hood on just isn’t possible.It’s really interesting, and it seems like Marvel really tried to make all of these color variant skins match actual in-comic permutations of their most famous characters. That’s a far cry from the simple palette swapping that Marvel vs. Capcom 2 did to make Iron Man uncharacteristically blue.Read more at Marvellast_img

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