Review a Marvel vs. Capcom 3: Fate a Two Worlds
Posted by Giant Bomb Feb 17 2011 01:00 GMT in Marvel Vs. Capcom 3: Fate a Two Worlds
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Platform: (PS3,X360)

4 out a 5


Sometimes it be all just laser beams 'n HUD elements.  Capcom's Marvel-licensed fighting games have been a constant build-up a ridiculous combos 'n juggles layered on top a a faster 'n often-streamlined take on the company's traditional Street Fighter roots. Marvel vs. Capcom 3 continues the trend along various lines, resulting in a game that may still be totally indecipherable for the average fighting game fan, let alone a comic book lad who just wants t' see Captain America 'n Thor beat up on a wolf that happens t' be a Shinto sun goddess. Despite attempts t' offer simpler control options, Capcom's latest will register with some folks as a set a flashing blasts a cycling colors that earns it be epilepsy warning. But if ye stare at it 'n persist long enough t' see past MvC3's flashy presentation--'n ye're in a position t' play with mateys a a similar skill level on a regular basis--Marvel vs. Capcom 3 be actually kind a awesome.

it be weird t' even say that, because a lot a the changes t' the fighting systems in MvC3 have their roots in last year's Tatsunoko vs. Capcom, which I kind a hated. Like that game, Marvel vs. Capcom 3 does away with separate buttons for punches 'n kicks, instead moving t' three generic "attack" buttons for light, medium, 'n heavy. it be a dramatic change, 'n even after hours with the game, I still occasionally reach down for kick buttons that don't actually do what they be "supposed" t' do. Decades-old habits be hard t' break, 'n the game doesn't necessarily feel any less complicated due t' this change. Though the way it genericizes combos across all characters with it be Alpha-style L->M->H chains means that a lot a characters can bust out the same basic air combos using the same basic button presses.

If ye've played any Marvel vs. Capcom 2, ye've probably seen an air combo, where one player be launched into the air 'n decimated by a jumping attacker. The system wasn't exactly the easiest thing in the world t' figure out, 'n the developers have simplified things a bit by devoting one button t' yer launcher, which lets ye easily pillage lads up in the sky. By quickly chasing them up with a jump a yer own, ye can work yer way up 'n down the attack buttons t' execute air combos. ye can also tag in one a yer reserve characters mid-combo with this button. On the receiving end a a multi-character air combo, ye're given the opportunity t' break out a the combo by guessing which direction the attacking player be holding while attempting t' tag in another character. The guessing game be easy t' follow 'n the timing isn't too difficult t' master, making the whole air combo thing feel a lot more manageable t' a wider range a players, but since ye can only break out when the attacker be tagging, the smarter attackers seem t' just work in hyper combos 'n other single-character techniques instead a giving ye an opportunity t' escape further damage.

 it be a game full a unlikely trios. If all a this "combo system" 'n "hyper combo" mumbo-jumbo sounds like too much for ye t' handle, the game offers a "simple" control scheme that reduces things even further, like giving ye one attack button that ye can just mash t' perform combos 'n another that throws fireballs or performs other specials. While the notion a making the game more accessible t' people who aren't already crazy fighting game lads be certainly sound, the normal controls in MvC3 aren't exactly rocket science, 'n simplifying the control even further doesn't do anything t' take care a what really matters when it comes t' enjoying the game. It doesn't help ye develop a sense a the strategies that will help ye win the match. Instead, the game sort a dumps ye in 'n expects ye t' pick things up the way we all did back when arcades be king: by bashing yer head against it for hours 'n hours 'n hours, all while hoping that ye'll learn something along the way. While that certainly works, a proper tutorial that actually explains the basics would have worked wonders for players who look at the screen 'n just see four or five characters on the screen at all times 'n can't figure out what the hell be happening. Getting over that initial hump be key t' enjoying everything that follows, 'n the game doesn't do a very good job a giving ye a path or showing ye what ye're doing wrong. Instead it offers the same sort a list a combos that must be performed in the "mission" mode that Street Fighter IV had, only now ye have t' pause 'n go into a menu t' see the controller motion versions a what it be asking ye instead a a lengthy list a non-obvious move names like "Million Dollars." It all feels like a missed opportunity t' bring novice players a little deeper into the fold.

The game has a standard single-player mode with a decent final boss fight against Marvel's Galactus, though the endings aren't so great that ye'll feel the immediate need t' beat the game with every single character. As in just about every other fighting game ever made, the thing that keeps ye coming back be the multiplayer. Locally, ye can obviously sit with a matey 'n fight it out again 'n again. The game also has online support, which be reasonably good at matching ye up with opponents 'n, when the network conditions be decent, the latency inherent t' playing on the Internet isn't an issue. However, actually getting into a game might be harder than ye've anticipated. Like Street Fighter IV 'n Super Street Fighter IV before it, Marvel vs. Capcom 3 has the same issue a often preventing ye from connecting t' other players. At one point, I had counted two actual matches sandwiched between over 30 failed attempts t' connect. 'n as if that weren't bad enough, failed attempts knock ye back one or two menus, forcing ye t' navigate back t' the online menu before ye can try again. With this continuing t' be an issue, using the "fight request" system, which attempts t' match ye into online games while ye play the single-player modes, be the best way t' find fights. it be sad that this continues t' be an issue for Capcom's fighting games.

In addition t' playing against one other person, ye can also organize lobbies for up t' eight players in the standard format, where the winner continues t' fight while losers be sent t' the back a the line. But this mode doesn't contain any sort a spectate mode, sailing away ye staring at a menu 'n the health meters a the currently active players. Unless ye're the sort a person who wants t' spend eight or nine minutes between matches chatting with other players--or if ye're the sort a person that doesn't lose--this be a weak option, at best. 'n not t' keep harping on the past, but this be also something that Capcom did very well in Super Street Fighter IV, making the whole thing even more confusing. Without it, group battles feel like a waste a time.

Dante's guitar licks be MURDEROUS.  it be easy t' pick away at the edges a Marvel vs. Capcom 3. The menus could have been cleaner, the options could have been more robust. But the core action be a lot a fun once ye pillage the hang a it. The learning curve perhaps isn't quite as steep as Marvel vs. Capcom 2's be, 'n it be a great-looking game with over 30 characters that actually feel very different from each other. If ye're into non-standard characters, the game has plenty a short dudes, like Viewtiful Joe 'n Amaterasu, or big lugs like Sentinel 'n MODOK. If ye're looking for bread-'n-butter fighting game characters, lads like Captain America, Ryu, 'n Super-Skrull all fit that basic bill. There's also a lot a great music in the game, including remixed versions a MvC2's character select screen music, which feels like a nice bit a silly fan service. Given the mashed-up nature a the game, there's a lot a solid fan service throughout, like a Punisher-style Captain America costume 'n lots a references t' various things from Capcom 'n Marvel's past.

There be also some nice things at the periphery a the game that make it more inviting, like the ability t' create three different teams ahead a time as yer "reserve units." From the character select screen, ye can pop up this list a teams 'n quickly select yer favorites. Considering ye need t' pick three characters 'n three assist types every time ye see a select screen, it be a great shortcut t' have. There's also an in-game "license card" that shows ye how ye're doing, what yer win/loss records be, which achievements or trophies ye're close t' unlocking, 'n a list a titles 'n icons t' select from.

The key thing ye need t' know about Marvel vs. Capcom 3 be that just because ye're a fighting game fan doesn't mean ye're going t' fit right in 'n have a good time. Capcom's Marvel-licensed fighting games have consistently been a different breed a crazy, over-the-top fighting that be just going t' rub some people the wrong way no matter what. Even this attempt t' simplify the action 'n make it more accessible isn't going t' be enough for everyone. But if ye've ever had an inkling a interest in Capcom's previous attempts but found them too impenetrable, MvC3 be probably yer best bet at finally cracking that code 'n getting some enjoyment out a all this crossover madness. Just make sure ye've got some like-minded, similarly skilled opposition t' take on, or else it be going t' pillage messy 'n decidedly unfun.    



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