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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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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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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Join us at the Anaheim Convention Center July 14-16!

Marvel will make its way to D23 Expo’s show floor from July 14­–16 with an exciting look at its upcoming film titles in the Marvel Studios Pavilion, featuring an array of props and costumes from the Studios’ upcoming slate, including “Thor: Ragnarok,” “Black Panther,” and more. Fans will also be able to enjoy all-new console and mobile Marvel Games, plus incredible exclusive content and announcements throughout the weekend!

In Marvel Studios’ “Thor: Ragnarok,” Thor is imprisoned on the other side of the universe without his mighty hammer and finds himself in a race against time to get back to Asgard to stop Ragnarok—the destruction of his homeworld and the end of Asgardian civilization—at the hands of an all-powerful new threat, the ruthless Hela. But first he must survive the Grandmaster’s gladiatorial contest that pits him against his former ally and fellow Avenger—the Incredible Hulk. Fans will get an up-close look at the costumes and props from “Thor: Ragnarok,” as well as photo opportunities with exclusive set pieces from the film.

The incredible costumes from “Black Panther” will also be on display. “Black Panther” follows the journey of T’Challa after the events of Marvel Studios’ “Captain America: Civil War,” where he returns to the isolated, technologically advanced African nation of Wakanda to serve as his country’s new leader.

In addition to the exciting props and costumes on display, Marvel Studios will host multiple giveaways and events within its pavilion space in Hall B. Fans will get the chance to meet with Marvel Studios’ filmmakers, development team, and talent. Exclusive artwork will be given away daily, along with other surprises. Details on talent appearances and special signings will be made available on the D23 Expo app.

For the first time at D23 Expo, guests will be able to get their hands on the hottest new console and mobile games featuring favorite Marvel Super Heroes, playing as the world-famous Avengers, Guardians of the Galaxy, Spider-Man, and more!

  • “LEGO Marvel Super Heroes 2” is an all-new, original adventure and sequel to the smash hit “LEGO Marvel Super Heroes.” Bringing together iconic Marvel Super Heroes and Super Villains from different eras and realities, along with signature LEGO humor, the latest epic adventure from TT Games transports players into a cosmic battle across myriad Marvel locations ripped from time and space into the incredible open hub world of Chronopolis.
  • Adding to the infinite excitement of D23 Expo, “Marvel vs. Capcom: Infinite” will offer attendees hands-on opportunities with the next era of the highly revered action-fighting game series. Marvel and Capcom universes collide like never before as iconic characters team up for action-packed player-versus-player combat. “Marvel vs. Capcom: Infinite” features a variety of exciting and accessible single-player modes and rich multi-player content for new players and longtime fans alike and will be released on September 19, 2017, for PlayStation 4, Xbox One, and PC.
  • Gazillion will offer a chance to play “Marvel Heroes Omega” and win fantastic prizes. “Marvel Heroes Omega” combines the core gameplay style of Action-RPGs and MMOs with an expansive library of heroes from the Marvel Universe. With thousands of hours of character progression and rewards, “Marvel Heroes Omega” comes packed with tons of replay value and a steady stream of new challenges with regular updates.
  • Netmarble is bringing its best to D23 Expo with “Marvel Future Fight.” Featuring 120 Marvel Super Heroes to choose from, players create teams of their favorites to fight for their future. D23 Expo attendees can try their hand at saving the universe.
  • “Marvel Puzzle Quest” is where the best in match-3 puzzle gameplay meets Marvel’s biggest Super Heroes and Super Villains in the most epic puzzle adventure game available on your phone, tablet, and PC. “Marvel Puzzle Quest” combines favorite Marvel characters with deep RPG leveling, player-versus-player tournaments, Alliances, and much more. Guests can unleash their inner Super Hero and wage war against their enemies. Learn more at marvelpuzzlequest.com.

Marvel will present incredible panels during D23 Expo, including the fan-favorite Cup o’ Joe on Friday, July 14, at 1:15 PM PT in the D23 Expo Arena, featuring Chief Creative Officer of Marvel, Joe Quesada, in a no-holds-barred panel of everything Marvel! That same day at 6:00 PM PT on Stage 28, Marvel Animation presents a surprise-filled panel of sneak peeks, special guests, exclusive footage, and big announcements about the future of Marvel Animation on Stage 28. Details will be available on the D23 Expo app.

Tickets for D23 Expo 2017 are available for $81 for one-day adult admission and $59 for children 3–9. Members of D23: The Official Disney Fan Club can purchase tickets for $72 for a one-day adult admission and $53 for children 3–9. Multi-day tickets are also available. For more information on tickets and D23 Expo 2017, visit D23Expo.com.

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Marvel and Capcom reveal eight new characters, announce pre-order details, release date, and more!

Capcom, a leading worldwide developer and publisher of video games, today announced a Hulk-sized helping of new information for Marvel Vs. Capcom: Infinite, the highly-anticipated return of the revered action-fighting game series. Imagined and created through a shared vision between the two companies, the game will feature free-form 2v2 team battles integrated into a wide variety of exciting and accessible single player modes and rich multiplayer content for new players and longtime fans alike. Marvel Vs. Capcom: Infinite will simultaneously release on the PlayStation®4 computer entertainment system, Xbox One®, and Windows PC across North America on September 19, 2017.

For the first time in franchise history, the Marvel and Capcom universes collide in a visually stunning and immersive cinematic Story Mode, as heroes and villains battle together to save their merged worlds from a sinister new threat, Ultron Sigma. A combination of the robotic foes known as Ultron from the Marvel Universe and Sigma from the Capcom Universe, this psychotic villain is obsessed with infecting all organic life with a cybernetic virus. History’s greatest gathering of warriors must now unite to fight back against Ultron Sigma and save their newly formed world.

Announced today, more new characters have joined the battle for survival against the forces of evil in Marvel Vs. Capcom: Infinite, including:

  • Ultron
  • Hulk
  • Thor
  • Hawkeye
  • Rocket Raccoon
  • Chun-Li
  • Strider Hiryu
  • Chris Redfield

Each newly-added character will feature unique abilities, iconic special moves and will join other previously-announced characters, including Captain Marvel, Iron Man, and Captain America from the Marvel side, and Ryu, Mega Man X, and Morrigan from Capcom. The use of powerful, game-changing Infinity Stones further deepens the customized gameplay and allows players to equip and unleash elemental in-game powers, such as Time, Power and Space.

In addition to the compelling cinematic story experience, single player Arcade, Training, and Mission modes and vast multiplayer offerings will provide memorable experiences and infinite gameplay possibilities for players of all skill levels. More characters, stages, game features, and story mode details will be revealed in the coming months.

Pre-orders for Marvel Vs. Capcom: Infinite are available beginning today on all platforms for the $59.99 MSRP Standard Edition and $89.99 MSRP Deluxe Edition. The Deluxe Edition includes the main game on PS4 or Xbox One and a 2017 Character Pass, which contains access to six all-new additional post-launch characters including Sigma, the main antagonist from the Mega Man X series. Pre-order bonuses for all versions in North America include Warrior Thor and Evil Ryu costumes. Check with individual retailers for details in Europe and Australia as some offers may vary. The pre-order bonus for the Deluxe Edition is the same as the Standard Edition, but also includes two additional costumes: Gladiator Hulk and Mega Man Command Mission X. For specific details, please check with individual retailers.

Capcom also confirmed today that a limited Marvel Vs. Capcom: Infinite Collector’s Edition, brought to you by TriForce, is available now for pre-order on PS4 and Xbox One. It will include four premium character dioramas of Iron Man, Captain Marvel, Mega Man X, and Chun-Li, a case filled with six Infinity Stone replicas, as well as SteelBook packaging that contains the Deluxe Edition of the game, all for only $199.99 MSRP. For European pricing please check with retailers. All editions and versions of “Marvel Vs. Capcom: Infinite” will simultaneously release on September 19, 2017.

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Two powerhouses team up once again for the highly anticipated return of a celebrated franchise!

Capcom, a leading worldwide developer and publisher of video games, today announced “Marvel Vs. Capcom: Infinite”, the return of the highly revered action-fighting game series. Marvel and Capcom universes collide like never before as iconic characters team up for action-packed player-versus-player combat. “Marvel Vs. Capcom: Infinite” is currently in development and will simultaneously release on the PlayStation®4 computer entertainment system, Xbox One®, and Windows PC worldwide in late 2017.

“For the last two decades, Marvel vs. Capcom has been one of the most celebrated franchises among fans,” said Mike Jones, Executive Producer, Marvel Entertainment. “To deliver on that legacy, we’ve worked closely with Capcom to create a game that honors the heritage of the series and combines Marvel’s unique brand of storytelling with Capcom’s world-class gameplay. We’re raising the bar with ‘Marvel Vs. Capcom: Infinite’ and are excited for players to get their hands on it next year.”

Imagined and created through a shared vision between the two companies, “Marvel Vs. Capcom: Infinite” will feature a variety of exciting and accessible single player modes and rich multi-player content for new players and longtime fans alike. In addition to single player Arcade, Training, and Mission modes, a visually stunning and immersive cinematic Story Mode will put players at the center of both universes as they battle for survival against a sinister new threat.

“It was deeply inspiring for our development team to join forces again with Marvel and we can’t wait for our fans to experience the benefits of that collaboration first hand,” said Michael Evans, Director of Production for Capcom USA. “With ‘Marvel Vs. Capcom: Infinite’, our goal is to provide memorable experiences and infinite gameplay possibilities for players of all skill levels.”

“Marvel Vs. Capcom: Infinite” is being built to highlight a combination of iconic and fan favorite characters and stages from both universes, including Captain Marvel and Iron Man from the Marvel side, and Ryu and Mega Man X from Capcom. More characters, stages, modes and features will be revealed in the coming months. Tune in to ESPN2 on Sunday at 5:30PM PST, December 4 during the Capcom Cup 2016 broadcast to see an exclusive first look of an extended gameplay trailer from “Marvel Vs. Capcom: Infinite”.

In anticipation of the new game, “Ultimate Marvel vs. Capcom 3” is being re-released for current generation systems; with the PlayStation®4 digital download version available today and the Xbox One® and Windows PC versions coming in March 2017. “Ultimate Marvel vs. Capcom 3” for current-gen systems includes a new gallery mode, is packed with all previous DLC, and features an improved 1080p resolution at 60 frames per second. The re-release of “Ultimate Marvel vs. Capcom 3” is being offered as an individual download title on all systems for $24.99.

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