The lights are on
Capcom shared the first news of Marvel vs. Capcom 3 with the world 10
months. It’s been a long wait since then, but I finally got my hands on
a preview build with 30 playable characters, two control modes, and
tons of crazy 3-on-3 fighting action.
Let me start by saying this: While I’m no fighting game savant, I
know my way around an arcade stick, and can string some decent moves
together. However, expert Marvel vs. Capcom 2 players shouldn’t come
here for a nitty-gritty analysis on specifics like move priority or
complimentary assist types. Rather, this is the perspective of a gamer
with a love of Capcom games and an appreciation of the Marvel universe.
I didn’t play Marvel vs. Capcom 2 until I had spent a ton of time
with Street Fighter IV, and the intricate tag-team fighter was a
comparatively intimidating and confusing beast. Marvel vs. Capcom 3’s
normal control scheme feels much more approachable right out of the
gate. The ability to launch foes into the sky and tag other teammates in
midair is mapped to one button: Special Attack. This allows players to
send ground combos skyward, and tag out for multi-character
air-juggling. It may seem like a small adjustment, but when compared to
MvC 2’s character-specific launch attacks, this button makes the game
much more enjoyable. Who doesn’t want to see She-Hulk get swiped into
the air by Dante’s sword, immediately come under attack by Amaterasu,
then get slammed back to the ground by Thor’s hammer?
If you really want to see fireworks without all the training and
effort, MvC 3’s “simple” control scheme is for you. With it, special
moves and hyper combos are mapped to single buttons; all you have to do
is point your fighter in the right direction to unleash a torrent of
destruction. This is a button-masher’s paradise, and the user-friendly
string of attacks it produces should be enough to dismantle the most
technical players. Especially handy is dashing and attacking being
mapped to one button, keeping things up close and furious.
The roster of 30 characters in this build initially feels light
compared to the 56 in MvC 2. After playing with the available fighters,
however, Capcom’s focus on quality over quantity is clear. Characters’
individual strengths are much easier to identify than they used to be.
Arthur’s plethora of throwing weapons, like knives, lances, and scythes,
make his ranged skills obvious. Storm’s ability to float and cast from
the clouds makes her an excellent aerial combatant. Amaterasu’s short
stature makes her perfect for avoiding high attacks and pulling off
quick ground combos. The choices are fewer, but trimming glorified
palate swaps like War Machine out of the mix makes the current build of
the game feel much tighter.
I enjoyed my time with Marvel vs. Capcom 3, and I’m even more excited
now to play Mike Haggar and Phoenix, as well as see what the story mode
has to offer. The game releases February 15, so you won’t have to wait
long to hear the final word on Marvel vs. Capcom 3: Fate of Two Worlds.
Full list of characters as of now:
MarvelCaptain AmericaDeadpoolDoctor DoomDormammuHulkIron ManMagnetoM.O.D.O.K.PhoenixShe-HulkSpider-ManStormSuper-SkrullThorWolverineX-23CapcomAlbert WeskerAmaterasuArthurChris RedfieldChun-LiCrimson ViperDanteFeliciaMike HaggarMorrigan AenslandNathan SpencerRyuTrishTron BonneViewtiful JoeZero
Email the author Tim Turi, or follow on Twitter, and Game Informer.