Thursday, February 17, 2011

Two Worlds, One Celestial




The fighting game genre has seen a resurgence in the last couple of years. While the genre had not been very prominent for a while, games like Guilty Gear, BlazBlue, and King of Fighters continued to blaze trails. And after many years Capcom finally stepped back into the ring with the official follow up to Street Fighter 3. Boasting a brand new graphical interface built upon the MT Framework(the next generation game engine that powers Residentl Evil 5, Lost Planet, and Dead Rising), Capcom introduced a new generation of gamers to Ryu, Ken, and the rest of the Street Fighter gang. Meanwhile they revamped the wildly successful, decade old Marvel vs Capcom 2 for an HD release on the Playstation Network and X-Box Live Arcade. Both items sold very well and reinvigorated the fighting genre. Capcom was quick to build upon this resurgence with the follow up, Super Street Fighter 4, bringing in new characters and reintroducing old characters into their brand new engine. Then in April of 2010, after a decade long wait, Capcom finally announced the next iteration in their VS series; and thus Marvel vs Capcom 3 was born.

This wouldn't just be a rehash of the old game though. This was a brand new game, also built on Capcom's MT Framework engine. While familiar faces returned, Capcom and Marvel promised to bring new characters to the series as well as promising to balance them. Certain programming choices in Marvel vs Capcom 2 left some characters overpowered and dominant, leading players to exploit these attributes in games and giving themselves a clear advantage over the competition. Thankfully Capcom made good on this claim. While some characters are definitely more powerful than others, it doesn't throw off the balance of the matches. And lets not forget that style of play can also be a big part of how fights unfold. I'm getting ahead of myself here though. Lets break this game down to its basic core for this review.

Story
Lets face it, story never really plays a big part in a fighting game. It's usually an afterthought, but in this case there is some thought behind the story. Partnered with Marvel and their talented writers and artists, we're presented with a story that actually seems plausible for both worlds. While not everyone is privy to this, those who bought the special edition are treated to a comic book that serves as a prequel to the game. If you were one of those people that just bought the regular edition, don't fret because you're not missing out on much aside from some fantastic artwork. The gist of the story is that worlds essentially collide when Capcom's Albert Wesker manages to team up with Marvel's Doctor Doom, Super Skrull, M.O.D.O.K, Magneto, and Taskmaster. 

Together this group of villains manages to cross planes and invade each others' worlds. However to sustain their dimension bending portals they attempt to siphon off the power of the celestial being, Galactus. This of course attracts the attention of the devourer of worlds who becomes intent on gobbling up both planets to satiate his hunger. So there you have your basic premise for the game. The great thing about games like this is that each character has their own unique ending so it becomes fun to run through the game with each one to see their ending. Though which ending is the true ending is always up for debate. Still, it's not far-fetched for either company's characters, especially Marvel who promote cross-over titles all the time.


 Capcom's Ryu faces off with Marvel's Wolverine





Graphics
Simply put, this game is gorgeous. I've always had a fond appreciation for Capcom's character art and the MT Framwork definitely provides them the ability to create some beautiful looking characters. Like Street Fighter 4, the game isn't truly 3-D. It's a call-back to the old style of fighting games. That's not to say the characters aren't rendered in three dimensional but they battle on a two-dimensional plane. This is coupled with a semi-cel shaded art style that is very reminiscent of a comic book. The art style was used before for Street Fighter 4 and Super Street Fighter 4 and it works especially well here in depicting the heroes and villains of the Marvel world. 

And being the game is in association with Marvel is means there is a wide array of color palettes being used while some of the Capcom related properties have a darker tone to them in both feeling and color. This is more evident in the background levels such as the brightly colored New York skyline filled with Marvel character floats drifting through the air as opposed to the dark green, scrolling pastures of Arthur's Ghouls and Goblins level; decked out in gray castles and stone structures. The visuals help to show the stark contrast between the two worlds that house each company's characters

Gameplay
Capcom created brawlers haven't really changed in many years when it comes to the game play. Marquee characters like Ryu still essentially play like they have for years with special maneuvers that require quarter-circle motions of the analog stick and the like. However this game still has its own level of nuance. On the surface one can mash buttons senselessly and claw their way to victory. With the frenetic pacing of the game rounds can easily devolve into this sort of action. Beneath that is a combo system that is varied and widely engaging. These combos can range from simple button presses in succession to a complex sequences and analog motions.

Lets break it down to be a bit more simple though. Like the game before it, Marvel vs Capcom 3 is a team based game. Each player selects a team of 3 characters to go into battle with, sharing a meter for super powered special maneuvers for them all. Movement is controlled with the left analog stick and strikes are broken down into four separate buttons; a Low Powered attack, a Medium Powered attack, a High Powered attack, and a special button. The two shoulder buttons are used to tag in your partners as well as call them in for one attack assistance. The special button has two applications; for some characters, like Spencer, it has special properties like helping them traverse the screen while for others it is purely for launching your opponent into the air, providing you with an opportunity to leap up after them for an air combo. It's tricky but when landed you can dish out a great deal of damage to your opponent by launching from the air. This second launch actually tags in your partner to attack your opponent in the air. If your timing and placement is absolutely perfect you can perform a ground combo before launching your opponent into the air, leaping up to further pound them before tagging out to your partner for the continued air combo. You can then use the launch button again to swap out to your third partner, to finish off the combo.


Team Resident Evil



It might sound convoluted but it is glorious in execution as Andrew can attest when I used this very tactic on him in a round over X-Box Live. It also takes patience to actually master these techniques. This is why Capcom included a robust training mode that allows you to practice with a full team. They also created a separate Mission mode that outlines various attacks and combos for you to complete with each character. Having run through a few of these with several characters I can say it is fun and also frustrating. Each combo set up is ranked by stars and once you reach the four starred level combos, things become insanely tricky with even shorter timing windows and intricate tie ins to special attacks and super moves.

If this sounds like it's too much for your hand eye coordination to handle, you're in luck. Capcom made many strides to make this game accessible to all parties. To do so they've included  two separate control settings. Normal of course is the basic control set up that most fighting game players are already used to. But if this is your first foray into the genre then Capcom has you covered with Simple mode. This maps character specials to the buttons instead of requiring the specific analog motions to accompany them. No doubt it is a great tool for leveling the playing field when beginners take on veteran players but it comes at a cost. Because you don't have the normal set up your move set becomes limited. There are certain moves and combos that will be locked off before you don't have the button options required to perform them. Again, it's a great jumping off point for beginners but Capcom's goal is for those players to eventually graduate to using the normal control scheme to access the full potential of their preferred characters.

Sound
Sound plays a big part in the fighting genre, well sound effects that is. Luckily this is another area that Capcom tends to excel and in many different realms. Each character has their own voice actor of course and exchange little quips before the rounds start. The cool part is depending on who the initial match up is between they may make comments about the opponent they are facing. For instance in a round between Andrew and I over X-Box Live, he started with Spencer as his main character while I used Captain America. The pre-fight quip saw Cap commenting on Spencer's mechanical body enhancements. Not a big deal but it's definitely a nice touch.And to follow this in the options menu you have the option of setting the voice over work to English or Japanese if you want that purist feeling for brawlers such as Ryu.

Just as the games before it, Capcom produces some extremely catchy background music. Some of these themes are pulled directly from the game's predecessor, Marvel vs Capcom 2. However in this modern age they have been given a touch of refinement, bringing a harder edge to the updated tunes. I'll admit some are for the better with the updates while some I'm not particularly fond of. This only really counts for the returning characters though. You'll find some of the new characters have some recognizable techno remixes. Case in point, Wesker's theme is a remix of the music that plays in Resident Evil 5 when Chris and Sheva fight him in the Tricell hangar. The themes are presented dynamically as well. Gone are the days where one stage has its own looping theme music. Now the theme changes depending on the character that happens to be on screen at the time and will change appropriately when you tag out to another character. All of this is combined with Capcom's sharp sound effects package for the separate strikes, special moves, and super combos to create the final package.

Final Thoughts
Ten years is a long time to wait for a sequel. In that time period expectations can become monumental. Most projects would crumble under the weight of trying to live up to such a high degree of quality. Fortunately for fans and for the two companies involved, Marvel vs Capcom 3 manages to live up to the hype. Now I'm not saying the game is perfect. I have some qualms with it. While it has some modes that will appeal greatly to fighting game purists, it still feels light on things that will keep you playing for extended periods. There are also some options that I feel should have been included in the online match making functions such as a spectator mode for watching other matches. It is possible that things like this can be patched in at later points or even added in with a upgraded release ala Super Street Fighter 4 but I really feel like they should have been offered from the get go.






We do at least know that Capcom and Marvel will continue supporting the game beyond its initial release. Before the game had even hit store shelves there were DLC packages in the works and it was later revealed what those packs would contain. On March 1st players can look forward to a costume pack that will add additional attires for Iron Man, Captain America, Thor, Ryu, Dante, and Chris Redfield. This pack will also contain two new downloadable characters in the form of Jill Valentine and Shuma-Gorath. Both characters were part of the special edition bonus and can be redeemed by special edition owners on March 15th via the redeem codes on the back of their tie in comic book. Beyond that though, Capcom also has a new mode they have dubbed Shadow Mode which will be released in the second DLC pack. Shadow Mode will introduce character teams that are created with the A.I of Capcom producers as well as the top players around the world. This is a mode they will continue to support beyond this first DLC pack, provided they sell of course.

In the end, is it worth a purchase? For me it definitely was. I was a huge fan of Marvel vs Capcom 2 but like the genre as a whole I had a cooling off period for a few years. As the genre fought its way back into prominence I sat back and waited for a title that actually appealed to me. BlazBlue briefly filled that void but it took Marvel vs Capcom 3 to swing me back around. If you're a fan of the genre you'll probably feel the same way. If you're new to the realm of fighting games there are the tools I have described above for beginners that help to simplify the game until you feel more comfortable with the set up. Bearing in mind the few issues I have with the game modes, there's still enough to appeal to the hardcore and casual crowds while maintaining the depth the series is known for. For that I commend Capcom and Marvel for their efforts in delivering a top notch fighting experience.


Final Score: 8.5/10

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