Take one last sneak peek before the anticipated game hits consoles!

Hyped for the imminent release of “Marvel vs. Capcom: Infinite”? Us too! So much so that we reached out to some of the awesome people who put their blood, sweat, and tears into making the game a reality. Today: more with Brett Elston and Mike Evans from Capcom, as well as Marvel Games’ own Danny Koo!

Marvel.com: I wanna hear who you guys will be playing once the game drops and with what Infinity Stones! Personally I’ve been thinking about playing me some Hulk and Thor, though I’m not sure who I’ll be running on point or which stone I’ll be using. Love me some big bodies…

Brett Elston: So, I’ve gone back and forth on this a lot. I love Firebrand—shout out to “Demon’s Crest”!—so I’ve been dabbling with him over the summer. But, after playing the latest build, I may have settled on Ghost Rider and Strider, aka Ghostrider or GoStrider; still working on this. Those two with the Power Stone seems like an obnoxious wall bounce party just waiting to happen. Here’s hoping I can actually pull it off!

Danny Koo: For a heroic team, I’m thinking Captain Marvel and Chun-Li with the Reality Stone to give me some double projectile possibilities. For a villain team, I think Thanos and Dormammu might be cool to have some fun with Mind Stone. At the end, I just want to play with everyone on the roster and see what Infinity Stone works best for me.

Mike Evans: Gamora and Strider with the Time Stone! Cypher and Godslayer, Ouroboros and guns, what’s not to love? Two of the universe’s most deadly assassins, finally united!

Marvel.com: With everything you know, everything you’ve seen about the game, what are you most excited to see players take advantage of?

Danny Koo: I am excited to watch the pro players experiment with new moves and new discoveries. Even though I’m not a fan of being on the receiving end of getting hit by a crazy combo chain, I smile every time someone executes it flawlessly; there will be plenty of livestream and tutorials online, where players can take advantage and understand more about mechanics they may not be familiar with. Also, be sure to check out Doctor Light’s Database in the game and each individual characters’ theme music too—I am super excited about the music and the Collection Mode in the game!

Mike Evans: I’m most excited to see players create their own unique identity and play style within the game. “Marvel vs. Capcom: Infinite” is a playground, the engine really allows you to get creative with your team and stone strategies. I can’t wait to see how the Meta evolves, and how unique, “identity creating” play styles [emerges] from the community. Super [hyped] to see that, and as a fan myself, I’ll be tagging along for the exciting ride.

Brett Elston: I definitely want to see people go nuts with the Infinity Stones and I’m really hoping for some incredible tech to surface over the next few weeks as players from around the world get their hands on it.

Marvel.com: Any final thoughts? What else do we need to know about “MvC:I”?

Mike Evans: We wouldn’t be able to create these games without the amazing support and passion of our fans. So, thank you to everyone who has supported this amazing series over the last 20 years, and to all those new players who are jumping into battle for the first time with “Marvel vs. Capcom: Infinite”: See you online!

Brett Elston: I would encourage everyone to check out all of the unlockable art in the game. I know, I know: how exciting can concept art really be? But, in this case, we have some very sharp, beautiful stuff in there that helped set the stage for the game and I think players will really enjoy flipping through those pieces. Great stuff!

Danny Koo: We have great stuff coming to “Marvel vs. Capcom: Infinite.” We started with 20 variant comic covers inspired by the game with Marvel Publishing and continued to collaborate and produce a prelude comic exclusively for GameStop customers. In April, we debuted the “Marvel vs. Capcom: Infinite” Collector’s Edition featuring a Deluxe SteelBook, four premium diorama statues and a box of Infinity Stones replicas. This is actually Marvel Games’ first Collector’s Edition ever! Back at E3, we unveiled Iron Man and Mega Man X action figures from Hasbro as part of Marvel Gamerverse, and we just recently announced a series of adorable two-pack Funko POP! Vinyls based on characters from the game! Lots of effort has gone into—and continues to go into—this game. Outside of us answering these epic questions, I want to give a shout out to several of my stealthy ninja team members. Tim Tsang, our Art Lead, ensures that we have awesome visuals; Becka McIntosh, our Ops Manager, makes all logistics seamlessly effortless; and Isabel Hsu, our Assistant Creative Manager, and Michael Francisco, our Production Assistant, both bring passion and authenticity to this game. We will continue to have more exciting stuff for the fans to look forward to, so stay tuned. Here’s to many battles to come!

Pre-orders for “Marvel vs. Capcom: Infinite” are available. All editions and versions of “Marvel Vs. Capcom: Infinite” will simultaneously release this week on Tuesday, September 19. Stay tuned to Marvel.com and follow us on @marvelvscapcom and Like “Marvel vs. Capcom” on Facebook for more “Marvel vs. Capcom: Infinite” news and interviews!

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Get a new perspective on a retro Spidey game from the Insomniac crew!

Welcome to National Video Game Week here at Marvel.com! To celebrate the occasion, we’re taking a look at the gaming history of our very own friendly neighborhood Spider-Man. And who better to swing with us through the annals of Spidey-game history than the dev team at Insomniac Games? This stellar group—hard at work bringing the Wall-Crawler to life on PlayStation 4— have run the gamut of web-slinging video game action over the years, from arcade cabinets right up to the PlayStation 3.

Each day, we’ll bring you the thoughts of someone new at Insomniac, so check back to hear more about all of these spectacular, amazing versions of Spider-Man!

As the Community Director at Insomniac, James Stevenson has his finger on the pulse of Spidey game fans. He brings us the whirlwind experience he had reviewing “Spider-Man 2” for PlayStation 2 back in the day…

“I was writing for ‘Cinescape Magazine’ at the time, and had covered ‘Spider-Man 2’ in preview form,” shares Stevenson. “Fairly last minute, Activision asked me to fly out so my review could hit on launch day for the game and film. I basically flew to [Los Angeles], went to Activision’s offices, and spent a full day playing the game while food and beverage was brought to me to keep me going. It was pretty incredible to have the sense of freedom and the incredible web-swinging. While I was clumsy at first, by the end of the game I was pulling off audacious stuff while swinging around Manhattan. I went back to my hotel room and wrote the review for publication. I flew home that morning and there was a FedEx box on the porch with a copy of the game; even though I had just spent a full day playing it for review, I went straight in and started up a new game to play some more.”

Next week, we wrap things up with one more classic Spidey gaming experience!

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Lord over Battlerealm with the Queen of the Inhumans!

Medusa makes her way from the small screen—or the big screen if you’re watching the first episode of “Marvel’s Inhumans” in IMAX—to Battlerealm ready to mete out Inhuman justice in “Marvel Contest of Champions.” While the redheaded queen would rather not resort to violence, if someone or something threatens her people, she won’t hesitate to get her hair dirty.

We talked to Kabam Art Director Gabriel Frizzera and Character Designer Piero Herrera about Medusalith Amaquelin and all her uncanny abilities.

Marvel.com: I’m super psyched to see the Queen of the Inhumans—or former queen depending on what you’re reading—make the cut in “Contest of Champions.” Why’d the team want her on board?

Gabriel Frizzera: Medusa is a major player in the Marvel Universe, and it was about time she’d show up. Beyond her hair powers, fighting skills, and [strategic] mind, her leadership of the Inhumans can shake her husband from inaction and shift the balance of power in the Battlerealm.

Marvel.com: I imagine prehensile hair is…tricky for a mobile game. How’d the team make Medusa’s locks cool visually, but also satisfying to use in combat? And what’s she gonna do with those machetes?!

Gabriel Frizzera: Tricky to say the least. Technical hurdles were the major reason why she didn’t appear in the game months ago. Texture size limitations, animation, and rigging complexity etc. made her classic “hair tentacles” form almost impossible to bring to a full-fledged mobile fighting game like ours. But we finally found a creative angle that made us happy: we love when the character uses the hair as an extra appendage to complement her own awesome fighting skills, and we saw her using blades in the comics many times. So we decided to give her a specific fighting style that takes advantage of the hair as an extra arm.

Marvel.com: It looks like she’s sporting a more ornate version of her TV outfit. What went into crafting this super cool costume?

Gabriel Frizzera: We used the TV design as a starting point, but pushed it to be more ornate and detailed. Since we’re a game, we have the luxury to make things impractical as long as they looks awesome on the screen, which is something our players expect from us. And being the Inhumans, my personal opinion is bigger is always better; they are wonderfully weird and we should embrace their alien-ness.

Marvel.com: Now let’s get down to brass tacks. What does Medusa do best?

Piero Herrera: Medusa is bringing an exciting new mechanic into the game. Through her Signature Ability, “Living Strands,” she is able to use her hair to break out of the opponent’s combo by doing an Auto-Block. This does not only break the opponent’s combo, but if Medusa has the Parry mastery, that Auto-Block will count as a Well Timed Block and also inflict a Stun onto the opponent. This will prove to be a good ability both when using Medusa as an attacker and also as a defender in Alliance Wars.

Marvel.com: She almost reminds me a bit of Karnak with her Armor Break/Shattered. What was the thinking behind giving her those abilities? Is her hair prodding and probing her enemies to eventually pull them apart?

Piero Herrera: The Armor Shattered ability is currently exclusive to Medusa. It has additional properties that will help her deal with the opponent’s Armor Up abilities and also will be a direct counter to Robot Champions such as Vision or Ultron. When the opponent is Armor Shattered, Medusa is able to use her hair to Bleed opponents and those stacks of Bleed will stay active until Armor Shattered expires. Medusa is designed to be a very strong, but not very complex Champion, so we decided to use mechanics that players are familiar with, but with a different twist.

Marvel.com: I can only imagine that sh’’ll get some great buffs when allied with her Inhuman brethren right?

Piero Herrera: Certainly! We are also trying out a new type of synergy that grants a huge attack bonus if you have Karnak, Black Bolt, and Medusa on the same team. The strongest Synergy in Medusa’s kit is the one with Black Bolt, which enhances both of those character’s Signature Abilities.

Marvel.com: When do we get to bring Medusa to the cosmic melee?

Piero Herrera: Medusa is coming to the Contest on September 14. Log-in to see more details on how to get Medusa!

Stay tuned to Marvel.com and @MarvelGames on Twitter for more “Marvel Contest of Champions” news and interviews!

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Funko Pop! kicks off the new line with ‘Marvel vs. Capcom: Infinite’!

Enter the Marvel Gamerverse! With this new line, Marvel and friends bring fans a whole new way to level up their collections with exciting products and collectibles inspired by Marvel gaming favorites—bringing the epic characters and in-game storytelling you love to life. With “Marvel vs Capcom: Infinite” releasing next week, get set for a new wave of Funko Pop! vinyl collectibles based on the crossover video game series.

Two universes collide with “Marvel vs. Capcom: Infinite.” This Funko: Pop! Games series features the high-flying Captain Marvel, the martial arts master Chun-Li, the laser-blasting and wise-cracking Rocket Raccoon, the successor to Mega Man, X, and the most dangerous woman in the galaxy, Gamora. In addition, the ninja agent Strider Hiryu, the maniacal mechanical Ultron, and the power-hungry tyrant, Sigma, join the lineup!

We sat down with a few of our friends at Funko—Director of Marketing Mark Robben and Project Manager Erin Macke—to get an inside look at the process of putting this set together.

Marvel.com: Fans of the Marvel vs Capcom franchise are sure to be pumped about these new collectibles. How did the team decide which characters would join the Funko Pop! family in this set?

Mark Robben: We partnered closely with Marvel during the character selection process. As with most of our projects with Marvel, it’s equal parts input from Funko artists and product design as well getting feedback from the team at Marvel. For MVCI, we definitely wanted to showcase the most visually striking characters from the game up front, and we always try to make room for our personal favorites and the favorites of our fans. But we definitely wanted to keep some in our back pocket for future waves!

Marvel.com: Some of these characters have been seen before in past Marvel and Capcom sets from Funko. How have their looks been updated and adjusted for the “Marvel vs Capcom: Infinite” line?

Erin Macke: In general, we tried to use premium alternate costumes found in the game and this is actually the first time anyone has seen these alternate looks. While the costumes we selected may not be those that fans will think of first when they picture a character from the game, we think that will make for a very exciting and fresh take on these beloved characters.

Marvel.com: Gamora, in particular, rocks a look in MVCI that hasn’t been seen much in collectibles: a classic comic-inspired uniform. Does the team have more fun working on completely new looks for characters you’ve seen in the past?

Erin Macke: Absolutely; it’s definitely fun and challenging to flex our creativity with new looks or new takes on known characters. It’s a personal challenge for the artists at Funko to reflect the characters as fans would know them, but then to also infuse that special Funko style that we’ve become known for.

Marvel.com: X—the successor to Mega Man—and Sigma—one of X’s primary antagonists—join Strider Hiryu as characters who get the full-size Pop! treatment for the first time here. What was the design process like for them?

Erin Macke: We worked closely from reference art provided by the Marvel Games and Capcom [teams] to ensure we’re doing the characters justice; we definitely want to ensure we’re reflecting them properly and showcasing the designs from the game itself. But again, the real trick is then adding those special tweaks that bring out the Funko look and feel. Any fan or collector should be able to look at a character and easily know who it is, but at the same time recognize it as a Pop! vinyl because of the art style.

Marvel.com: This set presents a nice spread of familiar and fresh faces. How do you strike that balance of characters you’ve worked with previously vs those that are new to the Funko family?

Mark Robben: We really don’t tend to think about characters in terms of old versus new. Instead, we just tend to look for great character design and pay attention to the characters, stories, and games that fans love. Everyone loves new characters, but fans also have a great deal of nostalgia for the characters they grew up with. We want to make sure every line has a little of both.

Look for the Marvel Gamerverse “Marvel vs Capcom: Infinite” wave of Funko Pop! vinyl collectibles to hit shelves in November! But this is just the beginning for Marvel Gamerverse and Funko. A certain ragtag group of galaxy-savers are next to get the Pop! vinyl treatment—straight from the gameplay of “Marvel’s Guardians of the Galaxy: The Telltale Series!”

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A trio of titanic creators share secrets from the upcoming game!

Hyped for “Marvel vs. Capcom: Infinite‘s” imminent release? Us too! So much so that we reached out to some of the awesome people who put their blood, sweat, and tears into making the game a reality. Up next: Brett Elston and Mike Evans from Capcom, as well as Marvel Games’ own Danny Koo!

Marvel.com: Gentlemen, “Marvel vs. Capcom: Infinite” looms nigh. How geeked are you for players to get their hands on the game?

Mike Evans: Super geeked!! We’ve given a lot of love and attention to the battle system, and “Marvel vs. Capcom: Infinite” won’t disappoint longtime series fans. There’s already some footage coming out online and my mind is blown by all the creative combos and strategies people are finding!

That said, I’m hopeful that the addition of story mode, detailed tutorials, beginner’s online league, and simple controls will entice a whole new generation of players to try out “Marvel vs. Capcom: Infinite.”

Danny Koo: From the moment we announced the existence of “Marvel vs. Capcom: Infinite” back at PSX last year in December, I have been really excited for this game and it’s finally launching on Tuesday 9/19! We have been giving players a taste of “Marvel vs. Capcom: Infinite” since E3, and the final product is now here—I am really happy that everyone can play through all of the great content we’ve created. For Japanese players, I will join you on Japanese launch day on Thursday 9/21 in Tokyo! As for Marvel and Capcom fans, thank you for all the support!

Brett Elston: I can’t wait for fans to experience the weird, wild ride of the Story Mode, but I’m also really stoked to see what kinds of nutty, insane combos the fighting pros come up with throughout the year. The MvC series has always enabled players to create their own style of play, and “Marvel vs. Capcom: Infinite” is no exception. With Active Switch and Infinity Stones driving the core gameplay, there’s no telling what kind of over-the-top shenanigans players will dig up!

Marvel.com: Are all of you fighting game players? What does it mean to be working on one of the most well-known fighting game franchises of all time?

Brett Elston: I’m so, so happy to have been a kid for the early-and-mid-90s arcade days. Playing “Street Fighter II” in a dingy bowling alley, then begging to go to a—in my mind—glitzy, glamorous arcade on the weekend to play nothing but fighting games, are some of my warmest, fuzziest memories. Being a Marvel and Capcom fan, it was almost incomprehensible to witness these two brands overlapping in gorgeous, incredible fighting games; and now I’m helping out in the next installment of the Marvel vs. Capcom series. It’s bizarre and wonderful. I’m also trying to use my precious work hours as a way to finally “get gud” at the game.

Mike Evans: My obsession with fighting games goes back to when I was a kid, playing “Street Fighter II” in the arcades for the first time. That’s actually a big reason why I’m working at Capcom now! Back in the day, my local arcade had “X-Men vs. Street Fighter,” and every weekend my friends and I would walk there to play. The combos were absolutely insane. Little did I know that 20 years later I would have the chance to work side-by-side with the some of the original developers of that game.

It’s been an honor to work at Capcom on some of the best fighting game franchises in the world. “Marvel vs. Capcom: Infinite” marks the first time I’ve worked on the [MvC] series, and it’s been an unforgettable experience.

Danny Koo: I play a lot of video games on the side, if I’m not knee deep in a project, but I do tend to lean a bit more on action and RPG games, in particular games from the East, which I have a lot of experience working on. So for me, working on fighting games comes as a second nature since action games involve a lot of fighting direction and animation too. I also love reading comics and watching action and science fiction movies, all of which can be a great source of influence on design and animation directions. I am thrilled and honored to be working on the Marvel vs. Capcom series. Most importantly, I am really glad that Marvel and Capcom have both come together to make this game!

Marvel.com: Can you all talk a little about what it’s taken to get here? Game development isn’t just sunshine and roses. Clue us in on some of the tough times and maybe some of the most rewarding moments you’ve had on this journey.

Danny Koo: Game development is hard. Communication is definitely the key point throughout the entire project. Development involves Capcom Japan, Capcom USA, and us at Marvel. We have countless hours of video conferences talking about the project, which involves heavy real-time bilingual translations, which can be challenging at times. There were a lot of late nights, or early mornings—depending on what part of the globe the team was on—but, at the end of the day, we learned how to work well together despite the time zone and language barriers. We literally joined forces to make our production pipeline as smooth and second nature as possible.

For me, cinematic story mode visualization is the toughest part of development by far in the project. There is a notable difference between what is considered heroic in the East and in the West and it took a large team to merge the two worlds together–once we did, that was it! And, once the agreed-upon vision gets into players’ hands so they can embark on their epic journey—that will be so rewarding. Of course, seeing players beating each other up and having their friends around them cheering them on is going to be very rewarding as well.

Brett Elston: As with any creative endeavor, there were some charged conversations and disagreements. But, it all comes down to communication and iteration. Almost any issue we had, even when it seemed like there was no consensus in sight, was resolved. Sometimes, it’d be in regards to a plot point, sometimes a character or a location…you just have to keep talking and work through it!

Mike Evans: “Marvel vs. Capcom: Infinite” is the result of an epic collaboration and the hard work of an extremely passionate group of developers. As creators, we are continuously trying to improve every aspect of the game, and those desires are balanced with the realities of production timelines. Ultimately, your product is a result of that balance, a million different choices, some small, some large. In the end, all those battles and scars are well worth it, and the most rewarding thing is seeing players get their hands on final product. I can’t wait to see all the crazy team strategies and Infinity Stone combos the community will find!

Marvel.com: We’re getting back to the MvC roots here with 2v2 combat. Can you tell us anything about the decision to move away from 3v3 with assists? And what do you like most about 2v2?

Mike Evans: The difficult challenge with “Marvel vs. Capcom: Infinite” was to create a game that is both rewarding and respectful to the history of the series, while not being bound or limited by it. We are intimately familiar with the long history of the franchise and the passionate fan base, so we had to make sure we gave players something that was 150% “Marvel.” That said, if we just tried to expand on the systems in the previous title, it would limit us from expanding and innovating in meaningful ways. MvC2 and MvC3 were amazing games, and they have been an inspiration to us in developing this new title. However, we decided to go back to the concept of teamwork, which is at the heart of the series games. The decision to go back to 2v2, and focus on teamwork like never before, is what eventually led us to the “Switch” system. This system is extremely open and fun, allowing you to utilize your partner at anytime, anywhere, doing anything. That kind of freedom is very exciting, and I can’t wait to see how creative the players get with it.

Brett Elston: As an intermediate MvC player, I really like 2v2. Comic book “team ups” were always a blast and it was usually two heroes teaming up to fight one, sometimes two villains. Spider-Man pairs well with just about every character on the planet, so being able to team him up with Mega Man X or Mike Haggar is a lot of fun. When it gets to 3v3, I just end up going with my heart and picking teams that don’t always gel perfectly together. In a 2v2 setting, I feel there’s more opportunity for each character to pull their weight and co-anchor the team. But again, that’s me more or less casually picking characters and not necessarily trying to headline a tournament.

Danny Koo: For me, I appreciate the partner nature of 2v2. You can never go in it alone. I also appreciate that it is not as crowded on the fighting stage at any given time so that each character has a moment to shine. The teamwork message of 2v2 also resonates with how both Marvel and Capcom came together as well. I definitely appreciate that 3v3 with assists is chaotic in nature and that was super fun to watch, but going back to the 2v2 system really has the best of both worlds. In “Marvel vs. Capcom: Infinite,” you’re able to retain a lot of chaotic fun while actually offering more with the introduction of the Infinity Stones system. These stones that augment how your character fights really [open] up a lot of exciting possibilities. I’m still discovering new stuff every day! Pick two of your favorite characters, pick your favorite stone and have fun!

Pre-orders for “Marvel vs. Capcom: Infinite“ are available. All editions and versions of “Marvel Vs. Capcom: Infinite” will simultaneously release next week on Tuesday, September 19. Stay tuned to Marvel.com and follow us on @marvelvscapcom and Like “Marvel vs. Capcom” on Facebook for more “Marvel vs. Capcom: Infinite” news and interviews!

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A classic Spider-Man game offers four times the wall-crawling action!

Welcome to National Video Game Week here at Marvel.com! To celebrate the occasion, we’re taking a look at the gaming history of our very own friendly neighborhood Spider-Man. And who better to swing with us through the annals of Spidey-game history than the dev team at Insomniac Games? This stellar group—hard at work bringing the Wall-Crawler to life on PlayStation 4— have run the gamut of web-slinging video game action over the years, from arcade cabinets right up to the PlayStation 3.

Each day, we’ll bring you the thoughts of someone new at Insomniac, so check back to hear more about all of these spectacular, amazing versions of Spider-Man!

From Insomniac HQ we bring Bryan Intihar – Creative Director of “Marvel’s Spider-Man”! He takes us back to the long-forgotten days of 2010 and the release of “Spider-Man: Shattered Dimensions.”

“Four different Spider-Man experiences for the price of one?” posits Intihar. “‘Spider-Man: Shattered Dimensions’ is definitely one of my favorite videogames featuring Marvel’s famous wall-crawler. Each universe not only had its own distinct art style, but each also offered a great unique gameplay twist. Which one was my favorite? Well, while it’s hard to beat Ultimate’s powerful symbiote abilities, I’d have to say the stealthy gameplay of the Noir universe came out on top. Oh, one more thing about ‘Shattered Dimensions’: it’s worth playing just for the anthropomorphic cameo during the end credits!”

Tomorrow it’s back to the past for another classic Spidey gaming experience!

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Hit the arcade for another retro take on Spider-Man with Insomniac!

Welcome to National Video Game Week here at Marvel.com! To celebrate the occasion, we’re taking a look at the gaming history of our very own friendly neighborhood Spider-Man. And who better to swing with us through the annals of Spidey-game history than the dev team at Insomniac Games? This stellar group—hard at work bringing the Wall-Crawler to life on PlayStation 4— have run the gamut of web-slinging video game action over the years, from arcade cabinets right up to the PlayStation 3.

Each day, we’ll bring you the thoughts of someone new at Insomniac, so check back to hear more about all of these spectacular, amazing versions of Spider-Man!

Today we bring you Ryan Schneider—Chief Brand Officer at Insomniac Games! He recalls for us some fond memories of “Spider-Man: The Video Game,” an arcade game he loved in his high school days.

“I’m going to go off the beaten path here for a bit: the arcade game from the early 1990s,” says Schneider. “It became a small part of what had become an afternoon ritual for my friends and I in high school.

“A local convenience store near my house had the Spider-Man arcade game for what was probably a couple months. It was located across the street from the Chinese food buffet spot my buddies and I would loiter at and pump quarters into ‘Shinobi’ on many afternoons—probably my favorite arcade game of all-time. I was pretty decent at ‘Shinobi’ but my friends were absolute masters. I grew tired of watching them play all afternoon; plus I was getting sick of having to buy the beef with broccoli just so we didn’t get kicked out of the restaurant again. I remember liking to play as both Spider-Man and Hawkeye—even with his garish attire—switching from game to game since I knew them best from the comics. Looking back, the lack of web traversal for Spidey was a bummer, but as a moody teen, punching and throwing things more than made up for that shortcoming and at least I had a web attack! The best part of the game was progressing to fight the classic villains. As most arcade games were back then, Spider-Man was hard as hell though. I never came close to beating it—damn you, Electro and Doc Ock!—but could make my way through a few boss battles. It was also cool to switch between platforming and combat in the game—maybe that’s why I became so immediately drawn to ‘Ratchet & Clank!’”

Tomorrow a Spider-Man game of more recent vintage makes the cut!

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A classic X-Men storyline makes its mark on the acclaimed mobile game!

The X-Men joined the “Marvel Future Fight” team only a few months ago, but Apocalypse has already sniffed them out. Ever ready to eliminate those mutants he sees as beneath him, the powerful villain brings a new Age of Apocalypse to the world of “Future Fight.”

You’ll need to assemble your team, suit up in some new uniforms, and take the fight to the High Lord himself. Maybe—just maybe—you can bring him to your side.

To get the full rundown of everything the Age of Apocalypse brings to “Future Fight” fans this month, we grabbed a few minutes with Minkyun Kim, Dev Director at Netmarble Monster.

Marvel.com: Age of Apocalypse comes to “Marvel Future Fight” in a big way with this update. After the addition of the X-Men back in June, fans have certainly been eager to see some content from one of the team’s biggest events. What can you tell us about the apocalyptic additions?

Minkyun Kim: In this update, we will be telling an X-Men story from an alternate dimension with our mutant heroes under Apocalypse’s control. You’ll be able to experience World Boss content along with the X-Men, traversing an apocalyptic world.

Marvel.com: To combat the villainous Apocalypse, several of the recently added X-Men suit up as their Age of Apocalypse counterparts. Who will sport these new uniforms?

Minkyun Kim: In the first Age of Apocalypse update, you’ll be able to check out the comic uniforms for Cyclops and Beast, who appear as minions of Apocalypse. In a later Age of Apocalypse update, uniforms for Rogue and Wolverine will be available.

Marvel.com: And of course, some new faces join the team, as well. What do the Maximoff twins each bring to the table?

Minkyun Kim: Scarlet Witch and Quicksilver will appear as World Bosses. They also play a very important role in the story. A huge event will affect not just the Age of Apocalypse dimension, but also the world of “Marvel Future Fight.”

Marvel.com: Not one to be left out of an interdimensional battle, Cable arrives on the scene as well. How will his unusual mix of psychic abilities and massive weaponry play out?

Minkyun Kim: He’ll have his basic weapon, a futuristic laser rifle. He will also be able to throw a smoke bomb, which will cover the enemy’s vision while he teleports away. With his rifle, he can fire at the enemy furiously or [launch] rockets and leave them suspended in the air using psychokinesis before suddenly activating them on unsuspecting enemies.

He is also able restore his health by meditating. During the meditation, he can use his psychokinesis to throw military knives to keep the enemy away.

If he needs more firepower, he is able to get support fire from the floating nation, Providence. He can also pull out a large plasma bazooka and destroy whatever is in his way. You’ll soon be able to experience his very powerful weapons and his amazing strength.

Marvel.com: Alongside the Apocalypse update, World Boss mode gets an overhaul. What changes are coming to the fan-favorite game mode?

Minkyun Kim: New users had a difficult time with the original World Boss modes, and it also felt too long. To alleviate this, we created a Beginner Mode for new users. Beginner Mode will enable players with lower level characters to participate in this core game content.

Marvel.com: Players will also be able to get their hands on a new currency with this update. What are Boost Points?

Minkyun Kim: The amount of energy consumed when playing through content will decrease, or the amount of experience gained will increase, depending on the amount of Boost Points a player has. Previously, Hot Time events enabled players to log into the game at specific times during the day to gain these effects, but players who lived in other time zones were unable to utilize it. Boost Points enable all players to make full use of these bonus effects, regardless of when they log in or what character they play.

Marvel.com: Apocalypse himself will join the fight in a few weeks; how will players recruit him and what will the world’s first mutant add to their team?

Minkyun Kim: To acquire Apocalypse, players will have to complete a newly added challenge in World Boss, unlock his stage and face him like other World Bosses in order to collect Apocalypse biometrics.

Apocalypse is a very powerful character who does not use any weapons. Even his slightest movements can crush the ground or blast enemies with a dark force, keeping [his opponents] at bay. He is also able to remove enemy buffs and can enhance himself [to] keep himself at an advantage. He deals continuous damage and his ability to deploy floating stones is also advantageous. He can also enlarge himself and destroy things around him with increased strength.

For all the latest on “Marvel Future Fight,” stay tuned to Marvel.com and @MarvelGames on Twitter!

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The Founder of Insomniac Games highlights a classic take on Spider-Man!

Welcome to National Video Game Week here at Marvel.com! To celebrate the occasion, we’re taking a look at the gaming history of our very own friendly neighborhood Spider-Man. And who better to swing with us through the annals of Spidey-game history than the dev team at Insomniac Games? This stellar group—hard at work bringing the Wall-Crawler to life on PlayStation 4— have run the gamut of web-slinging video game action over the years, from arcade cabinets right up to the PlayStation 3.

Each day, we’ll bring you the thoughts of someone new at Insomniac, so check back to hear more about all of these spectacular, amazing versions of Spider-Man!

First up, we have Ted Price – Founder and CEO of Insomniac Games! His pick for favorite Spidey game memory goes to “Spider-Man” for the PlayStation!

“Back in the PS1 days the term ‘open-world’ didn’t really exist,” Price explains. “Most games were linear, level-to-level affairs. However, I recall this Spider-Man having more of an open world feel than just about any game I played on the PS1. Sure, it was level-based; and sure, I was limited to the tops of buildings and a few interiors. Yet the game design disguised its linear nature well. When I was exploring areas, I rarely felt like I was hemmed in by traditional level constraints.

“And in terms of mechanics, the game delivered on what makes Spider-Man special: swinging, zipping, wall/ceiling crawling and of course beating up bad guys. Most of all, it was fun to play—something that was fairly unique for super hero games at the time. Considering the constraints of the PS1, [game publisher] Neversoft knocked this one out of the park.”

Tomorrow we head all the way back to the early 90s for a blast from the past!

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Two creative powerhouses give us a peek behind the 'Marvel vs. Capcom' curtain.

Hyped for “Marvel vs. Capcom: Infinite‘s” imminent release? Us too! So much so that we reached out to some of the awesome people who put their blood, sweat, and tears into making the game a reality. First on deck: Marvel Games Executive Creative Director Bill Rosemann and veteran games writer Paul Gardner.

Marvel.com: I know fans of the series were a little worried that “Ultimate Marvel vs. Capcom 3” might have been the final game in the franchise. How does it feel knowing “Marvel vs. Capcom: Infinite” is just a week or so from launch?

Bill Rosemann: As fans of the franchise ourselves, everyone on the Marvel Games and Capcom teams are hyped for the launch! After many months thinking about, talking about, reviewing, and refining “Marvel Vs. Capcom: Infinite,” the time has finally come to unleash it upon the world with fingers crossed that we’ve created a game that continues the series’ proud heritage and will deliver infinite hours of joy for the community we love.

Paul Gardner: It’s been a long time coming, but I love that there’s always been a long period of time between each of the MvC games – it kind of feels like a big event when they do arrive. At this point, I’m just looking forward to getting a copy, and playing the game. I’ve not yet had a chance to actually play through the full story mode, so I’m excited for that.

Marvel.com: And awesome fighting games aren’t made overnight. This must have been a long process. What were some of your favorite parts of the journey? What were some of the most challenging aspects to bringing the game to life?

Bill Rosemann: The years that the team spent pouring our blood, sweat and tears into the game were indeed a journey filled with challenges and surprises. Thinking always of Spider-Man’s motto “with great power comes great responsibility,” we took very seriously the opportunity we were granted. The pressure we placed on ourselves to create a game worthy of its heritage and title was at times intense, but it’s through pressure that diamonds are formed, and it was through this process that both teams bonded and were able to meet so many awesome fans that make up the MvC family.

Paul Gardner: I first became involved with the project around summer 2015 and finished the script in spring/summer 2016. So, as long as this process has been for me, it’s been even longer for the teams at Marvel and Capcom. But I’ve been on hand since then to help out whenever needed in whatever way I can. It’s the nature of game development that things evolve during production, so you have to stay flexible, and be adaptable. We did rewrites refining the script throughout the development process, and even during the dialogue recording sessions, in response to hearing the actors’ performances.

I think the parts I’ve enjoyed most have been the transitional moments between the different stages of the project, like first sitting with Mike and Brett from Capcom and working through the story, or writing the first passes of dialogue for each scene.

At key points during the writing and editing process, we’d all sit together and do a table-read of the script. The first time I met Bill and Mike from Marvel, we read through the first scene of the game together, with everybody reading multiple roles. That was a good moment, if a bit scary.

Later, I was invited down to Burbank for the first week of the voice recording sessions with Jonathan Kline. We spent a lot of time talking about the tone and spirit of the story, and I got a chance to hear the words in the characters’ voices for the first time.

It was cool seeing the development of the cinematics, from storyboards, to animatics to final animation, with all the extra layers of detail and characterization and performance. The cinematics have this really specific Capcom style, that feels like it couldn’t have been made by anybody else.

One big thing for me was taking part in the story panel at San Diego Comic-Con, and hearing the audience’s response live, cheering the first appearance of Frank West and Spider-Man, laughing at the jokes or whatever. I’ve never had that experience before. Usually, the only feedback you get is in comments online that appear weeks and months and years after the game is out. So, getting that immediate feedback was an incredible experience.

I suppose the challenges were all about balance, in different ways, making sure that all characters play their part in the story, that everybody gets their moment to shine, telling an epic story while keeping a sense of urgency to the scenes, balancing story and gameplay. You want the story to give meaning to the gameplay, but not overwhelm it.

Marvel.com: The “Marvel vs. Capcom” franchise has a long legacy of incredible gameplay and awesome in-game moments, but this is probably the first time the story’s seen this much TLC. Can you talk a little about what it was like designing the narrative and what it means for MvC games going forward?

Bill Rosemann: Speaking for the Marvel side, everything we do at its core is about storytelling. A clash of characters without motivations, goals and stakes is just smashing together two action figures… but when you understand what each side is fighting for and can empathize with their struggle, that’s when you get antagonists you can root for and a story you can invest in. At every point along, creating and steering the narrative, we kept asking ourselves “What do the characters want, how do these motivations translate into action, and how do these actions drive the story?” Oh, and we also asked ourselves, “What’s the coolest and most bonkers thing we can do next?”

Paul Gardner: It’s actually because MvC has a long legacy that I think the story mode is so important this time around. It works as a point of entry into the gameplay itself, another way to make the gameplay more accessible for new players. The difficulty ramps up through the story, kind of easing the player into the game, and at the same time giving a sense of real stakes and meaning to the gameplay.

My first involvement with the project was kind of unplanned. Mike Evans and I had worked together previously, and he asked me to take a look at their story outline, and perhaps provide a fresh perspective, so we met at the Capcom studio and they walked me through what they were planning. Even at that early stage, I thought they had something really cool, really creative, and very ambitious.

Most of the structure of the story, locations, stages and character roster had already been established, so when I officially joined the project as screenwriter, my first job was to help flesh out details and themes, consolidating some story threads, working through the logic and internal consistency of the story – just trying to do justice to the work they’d already done in developing the merged universe. I didn’t start the first draft of the script until all of that was worked out.

I feel like in MvC:I, we’ve done the hard work establishing the story of how the Capcom and Marvel universes collided, which leaves us free to explore all the possible avenues and threads that it’s opened up. I think the aftermath of the events that take place in this game could potentially reverberate through the shared universe for years to come.

Marvel.com: It sounds like there was a lot of collaboration between both companies. Paul this isn’t your first rodeo, but was there anything you learned or were surprised by while working on the game?

Paul Gardner: In a way it was even more complex than a collaboration between two companies, because in addition to the relationship between Marvel and Capcom USA, you also have the team developing the game at Capcom Japan. So, it’s a collaboration between three partners, and across two languages. I was really impressed by how smoothly that went. I actually got the chance to talk directly with the Japanese team while writing the script, which was great. They brought a totally different perspective to everything, and great ideas that you wouldn’t find from anywhere else. So, from that, I learned something about how important good communication is. It might seem obvious, but doesn’t always happen.

I think we all share a certain sensibility in the way we think about the relationship between story and gameplay, but I learned a lot especially from listening to Bill talk about story. He has a way of expressing complex ideas and concepts very clearly.

Marvel.com: Bill, what was it like working so closely with people who aren’t necessarily super familiar with Marvel’s 80+ years of lore?

Bill Rosemann: One of the greatest things about working on “Marvel vs. Capcom: Infinite” was the amount of knowledge and love everyone had for all the characters. I was personally blown away by both the breadth and depth of character knowledge that Paul brought to the script, which ensured that both universes would be properly represented. And sure, each of us on either side may have had our individual areas of expertise, but everyone became a student of our shared rich histories and channeled all of our collective knowledge and passion to create the next great chapter in this awesome franchise.

Paul Gardner: I was surprised by how much freedom we were given, to develop the new universe, and explore the characters. It was really liberating to be able to write for these amazing, iconic characters, knowing that Capcom and Marvel were there to give support if it was needed, and their feedback was always really thoughtful, and precise.

Another surprise was how willing both companies were to take narrative risks with their characters. For example, during a read-through of the script relatively late in the writing process, Mike and Bill at Marvel came up with this great story beat that really helped create a sense of urgency and danger within the story. I won’t say exactly what it is, but it really helps raise the stakes – if something like this can happen, then nobody is safe.  And they did this with one of their most important characters.

I wasn’t sure if it was going to work out structurally, but I went back to the outline, worked it through and wrote a new draft. It really had a big impact on the story as a whole, and made me appreciate how important story is to both Marvel and Capcom. The priority wasn’t protecting their intellectual property, the priority was to tell the most compelling story possible. And it’s a reminder that there are always opportunities to make something better.

Another thing I was struck by is what huge fans Marvel and Capcom are of each other’s characters, and how everybody would push to make sure they were properly and equally represented. That was something that I thought was really embodied by Mike Jones at Marvel. He’s worked for both Capcom and Marvel, and it occurred to me that maybe he’s this super-producer who came into existence when the two universes collided. Did he exist before that? I don’t know.

Marvel.com: What are you both most proud of about the game and most excited for players to get their hands on?

Bill Rosemann: I’m a big fan of the sheer amount of imagination and wish fulfillment on display in the game. From the frenetic gameplay to the never before seen world merging to the wild character collisions to the sheer scope of the war with Ultron Sigma for the fate of two universes… Well, let’s just say that our excitement level is set on Infinite!

Paul Gardner: It’s hard to say what I’m most proud of about the game itself – I’m pleased with the way the cinematics and gameplay work together to tell the story, and there are so many moments in there that I’m really happy with. I’m proud of having been part of the development team, to have been trusted to write for these amazing characters, and in awe of the work everybody did to bring the script to life.

Obviously, for me as the screenwriter, I’m looking forward to players getting to experience the scope and scale of our story, but above all of that, I’m excited for them to discover how fun the game really is. At San Diego Comic-Con back in July, I hung out at the Capcom booth for an hour or so and just watched people playing the game. From kids button-mashing, to pro-level players, to the people who just stood watching the game, you could see everybody was having a blast. That’s something that shouldn’t be underestimated in a game, and that’s what I’m excited for players to discover.

Pre-orders for “Marvel vs. Capcom: Infinite“ are available. All editions and versions of “Marvel Vs. Capcom: Infinite” will simultaneously release next week on Tuesday, September 19. Stay tuned to Marvel.com and follow us on @marvelvscapcom and Like “Marvel vs. Capcom” on Facebook for more “Marvel vs. Capcom: Infinite” news and interviews!

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