Marvel vs. Capcom 3 is a through-and-through fun game. While the game is a sequel, the mashup of Marvel and Capcom characters in a chaotic tag team-based fighter still feels fresh. That’s in no small part due to new characters, but also solid presentation, an online presence, and a near-endless array of fighting possibilities. To boot, it’s also the most accessible game in Capcom’s Vs. line of games.
The setup to the game is really simple to sum up, but could take forever to explain. Essentially it’s a 2D team-based fighting game with 36 characters (and 2 more in DLC), half hailing from the superhero/villain universe of Marvel Comics, and half coming from a wide array of games from Capcom. From the onset, the game sounds appealing. This is a game that lives out scenarios that were probably beyond many nerds’ imaginations. Yes, Dante can take on the similarly-equipped Deadpool (as shown in the awesome intro video), and one can finally settle the never-disputed match between X-Men’s Wolverine and Street Fighter’s Crimson Viper. But this fighter has more than a few twists beyond the core appeal of awesome nerd fantasy. It also has one of the most distinct fighting systems in the genre.
The game uses six buttons: Three attacks (Light, Medium, Hard), two Assists, and Special. Attacks can be strung together for combos, and Special is generally used to launch an opponent into the air where a combo can continue. Like many fighters, there are special moves particular to each fighter that can use these buttons differently. Also common to the genre is the super meter, which players build up by dealing damage and pulling off big combos. This earns the use of super moves that deal more damage and can be chained into combos.
The Assist buttons are used to control the other two characters in a team, and what really set this series apart from the rest of the genre. While the action focuses on 1-on-1 combat, the team mates are still able to contribute. They are able to jump in and do quick Assist moves (which are chosen at the character select screen), super moves, or of course tap out the currently-active character. What makes this system stand out is that players can, on top of the typical “Learn moves and combos, strengths and weaknesses, etc.” of most other fighting games, consider what teams of three will go well together. For example: Dante has some mean range with his sword, but a savvy opponent might try and stay away using high jumps or projectile attacks. So Dante would benefit from a team mate with a good projectile assist to force that opponent out of playing keep away, and another with a strong anti-air move to stave off the players jumping over him.
But how you put your team together doesn’t have to be all about extending the abilities of one character like that. A really offensive player might want to put together a team that can string along devastating combos that will deal heaps of damage, and just be conscious of his or her characters’ weaknesses when fighting. Or heck, maybe someone just wants a really cool-looking set of characters and wants to make them work together. It’s very likely that just about any combination can work together, as long as the player puts in the time. The payoff is a combination of superhumanity a player can call their very own.
Putting in the time is what may be the big turnoff of this game, though. Marvel vs. Capcom 2 is known as being a very daunting game because of all the systems described above. For this sequel, Capcom put great effort toward making the game more approachable. For starters, there is a simple mode, which makes special moves, super moves, and some combos easier to do. While a little more limiting on how creative a player can be, it’s a great option for diving into the action. In addition, the game has Mission Mode, where the game gives players some combos to practice with all the characters in the game. This helps give a feel for each character, how to work Assists into combos, and introduce some concepts such as linking one move into a super move. As useful as it is, though, sometimes it can stand to be a little clearer. One Wolverine combo involved rapidly pressing an attack button to launch opponent after doing his Berserker Barrage move, but it was never explained. YouTube, however, did explain, and so is a suggested companion to learning this game. Even the button layout itself is an effort in simplifying things. The Special button makes launching opponents a simply button press, where it was a particular move in the predecessor, and Assists and Switches were completely separate functions as well. The entire system has been streamlined in many ways. The change seems to work out well. While veterans of the series have shown dismay at what they see as “dumbed down” changes, the core mechanics remain intact for the most part.
Of course, no fighting game is worth anything without a strong community behind it. As is practically a requirement at this point, Marvel vs. Capcom 3 sports an online component so players can show their stuff to the masses and see if they’re worth a damn. A stat tracking system will do a decent job of showing not only your wins and losses, but also your strengths and weaknesses in play style, such as defense and offense abilities. And of course, there is a leaderboard to see who the top dogs are among friends and the entire gaming world. Lag is, of course, an issue with some games, but in an interesting response, the game’s training mode actually offers a lag simulator, so you can up your game in the choppiest of situations. All in all, the online component is satisfactory, with the only real complaint being how much better everyone on it is than myself.
It’s not easy for any game to have both a presentation that draws in the masses AND has enough depth to last for years over. Many competitors have come out since, and tend to be either too focused on attractive gimmicks (Mortal Kombat), or push a little too hard on the depth to be appealing to large crowds (Virtua Fighter). Capcom seems to have struck a strong chord with their Vs. style of fighters, as even ten years after its release Marvel vs. Capcom 2 still has a dedicated fan base. Whether this latest entry has the stuff to last as long is yet to be seen, but the outlook is good. Despite its gorgeous 3D overhaul and streamlining of certain mechanics, Capcom has put out a damned fun game, and one that seems brimming with possibilities for building vicious teams and truly epic-looking combos.
Marvel vs Capcom 3: Fate of Two Worlds is rated T for Teen and is available now for the Xbox 360 and the PS3.
A review copy of the game was provided and did not affect the outcome of this review. This review is based on the Xbox 360 version of the game.












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