None of the depth has been stripped out, just the inputs themselves have been streamlined. In the new video, executive producer Tom Cannon talks about the game's focus on accessibility: "This isn't about building a game where new players have a chance to be the pros, it's about unlocking the fun at all skill levels." They've gone for a "easy-to-learn, hard-to-master" approach by simplifying the inputs required for moves. You can also switch characters mid-combo, as well as call in your partner for assist attacks during gameplay. Capcom or Skullgirls, you select a team of two characters and fight while only controlling one at a time. It seems much faster and has become what Riot call "an assist-based fighter." Similar to Marvel Vs. However, Project L looks completely different now. It's not exactly clear how to improve with every loss. This is a very punishing style of gameplay for newcomers, since it has very little feedback on exactly why you were hit. It had a big focus on controlling spacing on the ground, and many of the special attacks we saw were designed around interrupting players while they were approaching. The few glimpses we've had of Project L before looked similar to Street Fighter V.
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