Marvel vs. Capcom 3: Fate of Two Worlds review

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Marvel vs. Capcom 3: Fate of Two Worlds review

 

Nearly 11 years after its predecessor’s release, Marvel vs. Capcom 3: Fate of Two Worlds proves that a great fighting-game formula is timeless. Once again, some of the biggest stars (and a few obscure oddities) of two universes face off in three-on-three, tag-team, non-mortal combat. The question isn’t whether the gameplay holds up; it’s why did it take Capcom so long to bring us this kickass sequel?

The magic of the game is in its approachability. Rendered in 3D but played on a 2D plane like Street Fighter IV, MvC3 is the onion of fighting games: it has many layers to unpeel as your skill level increases. Novice button-mashers can enjoy pulling off impressive combos with the game’s Simple mode, which streamlines intricate combo moves into single button pushes, while more seasoned players can focus on the grand strategy behind the game. That strategy can include chaining more complex combos in Regular mode, knowing when to trigger assist attacks from secondary characters on your team, and masterminding the perfect three-character team that has the best balance of close-quarters and ranged attacks. And don’t forget the mind-blowing hyper combos that have five levels of strength, including a super attack that combines the forces of all three characters.

Of course, the game’s selling point is its fighters — and MvC3 doesn’t disappoint in this regard. You get your pick of 32 different combatants from which you can create your team of three. Sixteen come from Capcom’s library of games, and not just from its fighters: yes, you’ll see Ryu, Chun-Li, Akuma, and Crimson Viper from the Street Fighter series and Morrigan from Darkstalkers, but oddball picks like Arthur (of Ghosts ’n Goblins fame) and Viewtiful Joe are here, too. Of the 16 Marvel Comics heroes and villains, you’ll find a bunch of marquee butt-kickers (Hulk, Thor, Captain America, Spider-Man, Doctor Doom) and a few curious inclusions, such as Dormammu, M.O.D.O.K., and X-23.

Of course, these sorts of cross-genre mash-ups always invite some nitpicking from purists. For example, how does Resident Evil’s Chris Redfield and his pea-shooter pistol stand a chance against the Hulk…or Wolverine…or the sun god Amaterasu, for that matter? The answer is two-fold. First, it’s a videogame, so just suspend your disbelief and go with it. And second, a character like the Hulk is surprisingly easier to pick-up-and-play as a “tank” fighter, while, in the hands of a pro, Chris Redfield can provide assist and ranged attacks that may make him an invaluable part of a tag-team.

The story — or what passes for one in a fighting game — is practically nonexistent until you reach the final boss in Arcade mode. (Spoiler alert: skip to the next paragraph if you want to be surprised.) Though the game’s cel-shaded intro movie is long and well-produced, it tells you exactly squat about what’s at stake. Only after you’ve played through a series of progressively harder matches do you suddenly face the boss of all bosses, Galactus. Beat his two cosmic-powered champions (shiny silver versions of two standard playable characters, randomly chosen from a pool of four), then vanquish the big — very big — man himself, and you save the world(s). Lose, and your home becomes an hors d’oeuvre for the planet-eater of the Marvel universe. Ol’ Antler-head’s arrival does nothing to explain why everyone is fighting in the first place, though. Say what you will about Mortal Kombat vs. DC Universe, but at least it gave a reason why such disparate characters were smacking each other senseless.

Finish Marvel vs. Capcom 3 in Arcade mode, and you’ll see a chintzy ending for the character that lands the killing blow — just two screens and text. These cut-rate epilogues might be in keeping with the game’s predecessors, but given the luscious graphics overhaul that MvC3 has received thanks to the 3D engine used in Resident Evil 5 and Lost Planet 2, they’re lackluster last desserts. Even the text fonts are old-school blocky letters. Some may call this tradition or nostalgia; we call it cheap.

The game’s Mission mode challenges you to master the attacks and combos for each character, and Practice mode lets you test out what you’ve learned on stationary opponents who won’t fight back or die. Participating in any of these modes earns you points that’ll be reflected in your personalized player profile, which also records data about your wins and losses, play style, and online matches.

Despite our disappointment with the lack of story in single-player, we can safely say that competitive players won’t care in the slightest. Multiplayer is the gooey center of any fighting game, and MvC3 lets you compete online over Xbox Live or with a buddy sitting next to you using a second controller. We had a great time spicing up the spectacular visual frenzy of each punch, kick, and combo by activating each character’s unique verbal taunts (like Dr. Doom’s “Death shall be your reward!”). As you master the special moves — or even if your style is just straight-up button-mashing — you’ll be continually tempted to go back online to match wits and skills against countless others on Live. For both hardcore fighting fans and genre newbies, Marvel vs. Capcom 3 offers a whole lotta bang for your buck.

On Xbox 360

+ Deep, strategic 3-on-3 tag-team fighting for newbies as well as seasoned vets of the series.

+ The 32-character roster is both satisfying and surprising.

- The story is so slight, even talking about it is a spoiler.

? Why does Marvel hate the Capcom universe so much?

9.0

 
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