Tuesday, February 22, 2011

Marvel vs. Capcom 3 Review


Platform(s): Playstation 3, X-Box 360
Developer(s): Capcom
Publisher(s): Capcom
Genre: Fighting
Rating: T for Teen
Price: $59.99 (Standard Edition), $69.99 (Limited Edition)

If you’re a fighting game fan, then you have been waiting 10 years for this moment. Ten long years for Capcom to release a sequel to its smash title “Marvel vs. Capcom 2: New Age of Heroes”. And now…you’ve finally gotten your wish. Marvel vs. Capcom 3: Fate of Two World is finally here. The question is: does it live up to the legend that Marvel vs. Capcom 2 was or does it fall short?

The Story:

Doctor Doom has assembled the greatest villains of the Marvel Universe and has joined forces with Albert Wesker in order to unite their respective universes in an effort to conquer both. However, this course of action awakens a great and powerful threat that could potentially destroy both worlds. It is up to the heroes of the Marvel and Capcom universes to put a stop to this evil before it is too late.

The Pros:

So for a game that the fighting game world has been waiting for since the last installment, which was a decade ago, you ask yourself “Where do I start with what’s good with this game?” I guess that the first pro I’ll highlight about this game is the combat. MvC3 still holds the same chaotic, frenzied and wild combat that made its predecessors famous in the fighting game circuit. This time, it’s a bit simpler for the user, thanks to the 3-button control scheme, which is more like Tatsunoko vs. Capcom’s controls. And, for the true beginners, they’ve introduced Simple mode, where the attacks and specials are all mapped to their own respective button.

The fighting in this game gets heated. Although the speed isn’t as mind-boggling fast as MvC2, it’s still to the point that you can get lost if you don’t pay attention. Combos are still a must in this game, meaning that if it ain’t over 10 hits, it ain’t doing much damage. Two new moves are introduced to this installment: team aerial combos where the player can switch out in a mid-air combo with one (or both) of their partners and X-Factor, a move that reminiscent to Tatsunoko’s Baroque system. X-Factor is a one-time only boost mode that lasts longer if you don’t have any more of your partners left. If used right, it can be the catalyst for your epic comeback in any match.


Another pro for the game is the character roster. Now, not a lot of people liked the character roster for MvC3 since a lot of the MvC2 greats or their favorite characters were in there (I even remember seeing someone ask for Sonic to be in this game on the MvC3 fan page…), but I can say that they have the most unique and diverse roster for this installment and it works for them. From fan favorites like Dante, Chris Redfield, Thor and Deadpool, to the more obscure characters like Arthur, M.O.D.O.K., and Dormammu, the 36 characters in this game - just 4 shy of MvC2’s opening roster - are nothing to sleep on.

Another pro of mine falls in a few of the things that they’ve added in the game. The Liscence Cards being my first bit on here for the online players. Liscence Cards are pretty much your stats card on how you play online, showing you and other players the general strengths and weaknesses of your playing style. It’s a good addition to the online warfare because now you have somewhat of an idea of what kind of player you’ll be fighting against before you battle. Also, the fact that they allow you to store three set teams (Reserve List) keeps things a bit personal. This way, when you go up against that friend who says they can top your best squad (or squads), it’s an easy 2 buttons just to pull them out.


The Cons:

Unfortunately, we get to the real gritty part of this review. And for a game of this magnitude, I hate to go here, but here are the cons of the game. The first one is the damage factor. The damage that most characters do on here is too high at times. What do I mean? Do a combo with certain characters (Wesker, Dormammu, Super Skrull, Sentinel to name a few), end it with a super and see how their health drops to below half quickly. And that’s just giving damage; characters like Storm/Akuma/Phoenix…well, one good combo can be the end of them.

Or in Phoenix’s case, one combo will be the end of her.

Secondly, the controls are a con that’s been talked about for a while. The controls make the game easy to pick up for the common fighting game fan, but it makes it simpler for the more advanced fighting game player. Personally, I’m impartial to it but I will say that it drops the learning curve for the game, making the more complex combos easier to figure out.

The third con falls in the online modes. Now in Super Street Fighter 4 (and there’s a reason why I’m bringing this up), if you were in a lobby and you weren’t fighting, you could watch the current match happen. In Marvel 3…you can’t do that. You can’t watch the other matches go down, you can’t save replays of online matches, you just fight and wait. I mean, really Capcom? I’m hoping for a patch that allows you to do that in the near future, but until then, that’s a major strike in my book.

Overall:


Here’s what I’ll say about this game. It’s fun! The combat is still the MvC-style playing that I’ve grown to love ever since I’ve stepped into the arcade in my city and seen how Marvel 2 is truly played. Despite the slight drop in complexity that the game has, people can’t deny that it’s still Marvel. On the flip side, some of the things that they did in this installment (damage factor, no watching matches online, Sentinel) brings the game down from greatness to great. It’s still a good game and I recommend you to get it for yourself, but compared to Marvel 2…I think that the predecessor will win that battle.

Final Score: 4.0/5


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