Wednesday, March 2, 2011

Marvel vs. Capcom 3: Fate of Two Worlds, the test on Xbox 360

Gamekult. com - It took more than a decade and the repeated requests of many fans, but Marvel vs. Capcom 3 is definitely there. Following the path traced by Tatsunoko Vs Capcom, this third episode is passed to a realization in 3D while remaining true to its Seniors dimensional gameplay, whose reputation is well established in the West.

Once again, fate would have it, two worlds collide in a happy chaos, but the battle is still as epic? A veritable institution in the United States, the Marvel Vs Capcom is based on a visual and sonic excess, a grip that allows beginners to more fun to jump the counter hits, and a cast of characters at once extensive and diverse.

Unsurprisingly, partly for not too upset the habits of fans, these bases were retained in Marvel vs. Capcom 3. However, the producer Ryota Niitsuma and his team felt that this third episode deserved a facelift and adding some new features to pique the curiosity of players. The first change naturally jumps to mind: as in Street Fighter IV and its variations, the 3D was invited to the party to give more volume to the characters and settings, including through the shadows and contours especially pronounced from stress a color palette quite flashy.

The images and videos broadcast shortly after the announcement of the game were able to cast doubt on the quality of the achievement, but when facing the screen with a joystick or a stick in hand, one quickly forgets what kind of misleading first impressions. Apart from the choice of design criticism of some combatants, particularly the side Capcom (Chris, Ryu and Spencer are more wolves), the tab graphic is consistent for most of the roster, the many special effects (special mention for the flames) s 'print nicely in the retinas and animations know to be both dynamic and fluid.

The characters "elastic" such as Super Skrull, Hsien Ko Tron Bonne or are a delight to watch in motion, like gestures foufou of Deadpool, the chains hitting Miss Hulk or the divine powers of Amaterasu. Although it is difficult to talk about slap visual, it takes still feast my eyes constantly, some scenery as the Demon Village Ghouls'N Ghosts, Asgard and its imposing volatile, the Daily Bugle with his Spider-Man Inflatable or Kattelox Island with its fireworks and small Servbot being great successes in terms of impact and momentum, with more memorable musical themes, but not effective.

Tatsu what I want In terms of gameplay, MVC 3 is immediately think of a Tatsunoko Vs Capcom more thought to the Western market and owners PS3/XBOX 360 which had not tasted under 8ing Wii. While many elements of Marvel vs. Capcom - bastons in 3 cons 3, simple manipulations based Quadrant / front or rear quadrant for the Furies, three types of assistance for each character, importance of aerial game - have been preserved, the attack buttons have been modified to adhere to a schema "low-medium-high" + special attack for various uses.

Just strum the attacks in order of increasing power to achieve just a combo, if we continue with a special attack can be used to send his opponent to heaven when you're on the ground or give it to the ground when one is in the air. Once assimilated this concept, we can try out the chains and then to relay air passages, which require you to press the Special button in conjunction with a direction and with the proper timing to continue distribution of fungi with one or Both partners in a row.

If one does not miss his input, the only way for the opponent to counter attack will come exactly the same command at the same time, the Mega Crash Tatsunoko Vs Capcom's saving has not been transferred. Attacks to the opponent to bounce against the edges of the screen or to take off the ground when the ground is also very important for those looking to climb the counter hits the maximum.

On the defensive, it will be very useful to know perform an advanced guard (rear + three standard attack buttons) to reduce damage from scratching, but also the cross-over counter for instant exchange places with a partner for a guard (front + a button to assist) or snap back (quadrant + a wizard button) to force the opponent to the personal retreat.

The Furies are chained or grouped about them always in the game, the big novelty is the appearance of the X-Factor used only once per game by pressing the four buttons ground attack. All the characters in the team find themselves surrounded by a red aura, recover quickly enough the red portion of their life bar, hit harder and gain speed of execution for some time, the effectiveness of X- factor is even larger than the bar of life of its characters is low.

Recalling a little Tatsunoko Vs Capcom Baroque, this technique can reverse a game if it is used wisely and that we are familiar with the blows of his characters and those of the enemy. YOU WANT TO TAKE ME FOR A RIDE? By reducing the number of playable characters to 38 (including four and two unlockable DLC expensive) instead of the 56 heads of Marvel vs.

Capcom 2, Capcom's teams have found a good compromise between variety and balance, despite the presence of a Sentinel feels good again cracking briefs. Despite the various videos of combos zapping a full life bar that can be crossed on the Internet, the player can play lambda quickly with any character while the pros will work to develop the game for some fighters apparently a little less privileged than others.

Although it is still early to establish a list of the best tappers, the bosses like Dante with its array of more than 40 special moves, Zero and his fast sequences devastating Wesker superman combining movement and force of lightning strikes not -negligible, Super Skrull and his strong blows to lengthen / action area or Modok and specialization in the game camped at a distance are among our favorites.

Other new recruits as Trish demonic, divine Amaterasu, the nimble and sharp X-23 or the woman in green fist She-Hulk are also serious arguments to make in the midst of a male-dominated roster. That does not mean that the deserters of the previous two episodes have become obsolete: Magneto, Storm, Hulk, Iron Man, Felicia, Ryu, Tron Bonne and Chun-Li are good value.

However, it will naturally tend to take newcomers to the series, just to see if Chris Redfield and Nathan Spencer deserve their place in a fighting game, if C. Viper always like Kool Shen connects with his blows with his fists and feet burning electric if Phoenix is Risen Empowered after Dormammu or can easily stand up to Galactus, the final boss blows a bit abused in the great tradition of crossover.

As in most fighting games versus the margin of increase in the control of various actors is important, but we regret the lack of opportunities available to handle solo. Outside the arcade mode speedy end to generic three stills and training options very classical, we can not count on ten missions - the equivalent of the challenges of Street Fighter IV - to learn a handful of combos by combatant.

And since the shots are shown only to realize with their names instead of handling required, regularly go to the menu "Command List" on how to realize the sequence asked, while a single button for change the display on the fly would help matters, along with an option to see the combo pre-registered for the better again.

YES, BUT ... In fact, Marvel vs. Capcom 3 accumulates such annoying little details that make the experience quite irritating, while the game itself is good. For example, one can prepare his favorite teams in advance to save time when starting a game, but we always lose when you have to wait until scenes solo victory.

The facts are worse because you can go online or intros or end of the poses, not to mention the record player - very full, fortunately - that triggers a loading to be updated after every fight. The inability to see the quality of the connection of other players, save replays to watch or parts of other participants from the same lobby while waiting his turn saddled pretty parts online, who row also very often when playing with someone living on another continent than his.

Going back to the main menu instead of being able to resume a search of opponent after a connection error in ranked match is not very smart and move more towards pushing the matchmaking friends or waiting until an opponent is manifested by enabling the application of combat in Arcade mode, as in Street Fighter IV.

And given the importance of the online mode in fighting games these days, it's a handicap. 7 / 10 - Good. Work of fan service in essence, the crossover in fighting games is usually based on a selection of various characters that we come to gather around a combat system very simple to learn and a visual style immediately recognizable.

On all these points, Marvel vs. Capcom 3 convinces without much difficulty, while providing small and nice gameplay ideas of an extra dimension to the series, drawing on the work done on Tatsunoko Vs Capcom. Nevertheless, his solo part very brief, his omissions in the online mode and other lightweight ergonomic concerns do not allow it to be more than a good game chara for beginners to take some bitter pleasure in save the planet and fight on land or air, large reinforcements fury "over 9000" and unlikely combo.

It's bad, but could have easily been better.

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