MARVEL VS. CAPCOM 3: FATE OF TWO WORLDS (PS3)
Whilst Marvel vs. Capcom 2 was met with something of an indifferent reception from critics over the course of its sixth-generation platform releases, the vibrant crossover fighter was held in considerably higher esteem by players. The sudden, significant resurgence of Marvel properties off the back of successful X-Men and Spiderman films meant that, as the 00s decade ticked by, a growing, nostalgia-fuelled clamour necessitated a return for the big-name brawler. In 2011, eleven years on from MvC2, a third entry would finally see the light of day.
This all sounds like it’s leading to a fairytale return for the series, but it’s here the hype and clamour for this specific mash-up rather hit the buffers. Strangely, MvC3’s reception was a mirror of its predecessor. This time, the press gave it a much easier time, with the game scoring highly across the board, despite registering a catalogue of complaints. It’s rare to hear gamers extolling the virtues of Fate of Two Worlds, however, and the reason is simple: there were a very great number of better alternatives for fans to be enjoying when it was released in 2011. The reality is, without there being anything too glaringly wrong with it, MvC3 comes across as a bit of a non-entity, a game that can only be recommended to absolute genre die-hards and even then, for largely tertiary reasons.
Daily Bugle is one of the most eye-catching, action-packed stages ever to appear in a fighter
Perhaps the biggest divergence from its predecessor is the switch to cel-shaded, 3D character models, bringing it in line with the visual style pioneered in Street Fighter IV. Probably MvC3’s finest element is its lively and creative stage backgrounds. There are almost too many highlights to mention. Asgard: a glorious utopia that sees a gigantic ship that journeys from far off in the distance, right up close to the combatants. Metro City: a joy for fans of beat ‘em up classic Final Fight, as you can enjoy its various alumni battling it out with police. Daily Bugle is perhaps the game’s crowning glory, though. This street carnival comes with an almost incalculable number of small details and references. It looks incredible, and has to be one of the busiest, most vibrant stages ever to grace a fighter.
MvC3 plays nicely enough, with your usual array of Capcom fighter moves and some team-up options, one for each partner, accessible through L1 and R1. If you want to see the game go bananas, fill the hyper meter and press the two triggers: this leads to a massive, psychadelic team attack. Character models could have looked a little better, as the animations sometimes aren’t up to scratch and fans will likely question the strange roster. There’s an acceptable quotient of fighters (36 in all), though with 20 fewer than its predecessor, it’s not nearly as comprehensive a line-up as Marvel vs. Capcom 2. Not that numbers alone dictate the quality of the experience, but the fact there are only three Street Fighter characters is odd, whilst a lot of the rest of the line-up struggles to fit in a fighter setting. I love seeing Amaterasu appearing outside of Okami, but I can’t pretend the wolf-God makes for anything other than a rubbish fighter. Ditto Resident Evil 5-era Chris Redfield and Albert Wesker, Devil May Cry’s Dante and Trish, and Viewtiful Joe’s titular protagonist. They’re all a neat novelty for a bout or two, but not a solid foundation from which to build a good fighting game.
MvC3 plays nicely enough, with your usual array of Capcom fighter moves and some team-up options, one for each partner, accessible through L1 and R1. If you want to see the game go bananas, fill the hyper meter and press the two triggers: this leads to a massive, psychadelic team attack. Character models could have looked a little better, as the animations sometimes aren’t up to scratch and fans will likely question the strange roster. There’s an acceptable quotient of fighters (36 in all), though with 20 fewer than its predecessor, it’s not nearly as comprehensive a line-up as Marvel vs. Capcom 2. Not that numbers alone dictate the quality of the experience, but the fact there are only three Street Fighter characters is odd, whilst a lot of the rest of the line-up struggles to fit in a fighter setting. I love seeing Amaterasu appearing outside of Okami, but I can’t pretend the wolf-God makes for anything other than a rubbish fighter. Ditto Resident Evil 5-era Chris Redfield and Albert Wesker, Devil May Cry’s Dante and Trish, and Viewtiful Joe’s titular protagonist. They’re all a neat novelty for a bout or two, but not a solid foundation from which to build a good fighting game.
Marvel’s roster is a similar story. There’s a smattering of decent characters, such as Wolverine, Phoenix, Iron Man and Deadpool, but these are weighed down by less convincing options such as MODOK, Taskmaster and the whoppingly overpowered Sentinel, who occupies about half the screen and can to pulverise the competition with simple kicks.
The game modes are a big disappointment. There’s Arcade, two-player, training, and mission. That’s your lot. This could have been forgiven had these options not felt so half-baked. Mission is a dreary, boring move checklist simulation that is so by the numbers, they may as well have amalgamated it into the training setup. Arcade marks a poor effort from Capcom. Teams are 3v3, with no variations or classic 1v1 options, and the character who lands the knockout hit on the last boss is the one whose ending you unlock, which in itself can be needlessly awkward if you’re trying to attain one in particular. Galactus, the giant, screen-filling final boss is an anti-climax, never failing to disappoint. No matter how many times you fight him, it’s routinely naff. Rounding out the disappointment is an underwhelming collection of endings. The static screen comic book effect, with bits of text to scroll through, proves scant reward for players who’ve beaten the game, and things are made worse by their utterly trivial nature. It feels like they were afforded little thought or care.
The game modes are a big disappointment. There’s Arcade, two-player, training, and mission. That’s your lot. This could have been forgiven had these options not felt so half-baked. Mission is a dreary, boring move checklist simulation that is so by the numbers, they may as well have amalgamated it into the training setup. Arcade marks a poor effort from Capcom. Teams are 3v3, with no variations or classic 1v1 options, and the character who lands the knockout hit on the last boss is the one whose ending you unlock, which in itself can be needlessly awkward if you’re trying to attain one in particular. Galactus, the giant, screen-filling final boss is an anti-climax, never failing to disappoint. No matter how many times you fight him, it’s routinely naff. Rounding out the disappointment is an underwhelming collection of endings. The static screen comic book effect, with bits of text to scroll through, proves scant reward for players who’ve beaten the game, and things are made worse by their utterly trivial nature. It feels like they were afforded little thought or care.
Haggar in familiar territory: the Final Fight-inspired Metro City stage evokes memories of the coin-op classic
Despite all this, Marvel vs. Capcom 3 does have its bright spots. Though simplistic next to Capcom’s better fighters, it’s still a reasonably good starting point for genre beginners, who want all the bells ‘n’ whistles of the genre, but less intimidating controls. Whilst the character roster isn’t especially well balanced, there can be no questioning the variety of brawlers and there’s bound to be a character to suit almost everyone.
Whilst the Arcade endings struggle to hold the interest, the game’s longevity is helped somewhat by Online options and two-player, which is always where the genre excels. There’s a small number of unlockable characters as well as gallery extras such as artwork, though the game struggles to retain the attention beyond two to three hours.
Whilst the Arcade endings struggle to hold the interest, the game’s longevity is helped somewhat by Online options and two-player, which is always where the genre excels. There’s a small number of unlockable characters as well as gallery extras such as artwork, though the game struggles to retain the attention beyond two to three hours.
Marvel vs. Capcom 3: Fate of Two Worlds is ultimately difficult to recommend because, though it plays reasonably, many of Capcom’s own, better alternatives render it somewhat redundant. Street Fighter IV delivers a stronger fighter experience and Marvel vs. Capcom 2 has a far more interesting, comprehensive roster. A poor suite of modes and a raft of disappointing, half-hearted endings means the multiplayer is left to do a lot of the heavy lifting. One for completionists only.
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