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Did Capcom Pull the Wool Over Our Eyes for Marvel Vs. Capcom 3?
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Sunday, February 20, 2011

For nearly one year, Capcom spoon fed us information about Marvel Vs. Capcom 3, from new characters, their movesets, and fighting mechanics. From classic Ghosts and Goblins hero, Arthur, to the 4th wall breaking Deadpool, the game looked to please everyone with fond memories of the shenanigans in Marvel Vs. Capcom 2.

Then the game released.

When press outlets and gamers finally got their hands on the retail game, it was as if only the things Capcom talked about specifically panned out the way we thought.

There are no extra modes like survival or time trial. It teaches you few combos in its own mission mode and even then the combos it teaches you in mission mode are limited in utility in real matches. And online gameplay is like playing a fighting game online in 2009. Amazing that 2009 was only 2 years ago and yet fighters from that year can feel like antiques now.

Online gameplay is either limited to best match results on ranked or player fights unless you want to find a lobby, for which there is no spectator mode while you wait. It's incredibly baffling what happened to MvC3's online modes. The netcode is even flabberghasting, as even 5 bar connections can give you difficult, second long input latency.

Just 2 years ago, I played Street Fighter IV and struggled with its system of playing one random opponent at a time. Then when Super Street Fighter IV came out, it gave me the opportunity to choose an opponent based on connection quality rather then just the game's best guess at who I wanted to fight. It gave me lobbies I could play with friends in so that we'd all be involved in the game whether we were actively fighting or spectating the game.

I suppose you could argue that both games were developed con-currently, so they never implemented such features we take for granted now in modern fighters. MvC3 started life in 2008 which by then, the original Street Fighter IV was barely out. And yet Super Street Fighter IV, which gave us such modern features like replays and spectating, came out roughly 10 months ago. Was 10 months not enough time to observe the results of Super Street Fighter IV, an upgrade from a previous iteration, and implement them?

These are all just problems that baffle me to no end for their oversight in the final retail version of the game. I haven't even talked about the thing that bothers me the most: Sentinel. But that's for another day.

At the end of the day, playing MvC3 online is a lesson in not taking everything we have now in modern fighting games for granted. Everything we've heard about the game pre-released was based on building hype for the tournament scene of the game and even that community is facing the ugly realities of how the game is balanced right now. But as for the commercial factors of the game, MvC3 is lacking for some odd reason.

 
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Comments (6)
37893_1338936035999_1309080061_30825631_6290042_n
February 20, 2011


I certainly don't speak for everyone, but Marvel Vs. Capcom 3 almost completely satisfies me. As a general rule, I don't play fighters online (there are better ways to destroy my confidence and self-worth,) so whatever online issues people are having doesn't bother me.



As for the modes, it has all the ones I need (Arcade, Versus and Training.) Survival and Time Trial may have provided fun distractions, but they are by no means something I would put serious time into.



And while I do lament the lack of a more robust tutorial, Shoryuken.com has done amazing work with their MvC3 Hyper Guide.



Basically, as long as Capcom keeps up with new downloadable characters, I'm quite pleased with the game I got.


Dscn0568_-_copy
February 20, 2011


I think Survival and Time Attack are from an age where these games came out in arcades first and the developers HAD to add something extra to the home version. I personally think they're something you'd only play a few times at best and wouldn't fault Capcom for focusing on the gameplay instead. I do agree a real tutorial is overdue for Capcom fighters and not having spectator mode is silly.



As for Sentinel, I'm hoping that Capcom knew what it was doing in giving it all this seemingly overpowered stuff. I thinking he's strong right now because he's easy to use and people are still learning the game, but once people have better execution and know how to counter Sentinel it'll seem less broken. But I'm so-so at the game and the only frustrating Sentinel I fought was because of Hsien-Ko's armored assist so what do I know.


Jamespic4
February 20, 2011


I recommend using the "fight request" option in the Arcade and Training modes. It's less than ideal, but you get all of the same options you do in Xbox Live mode.



I acutally kind of hate the three attack buttons. I didn't play TvC, and I was hoping this would be more like MvC2. Also, I think a Level 3 X-factored Wesker is kind of broken, too. In one instance I was beating my opponent into the ground. He was low on life with only Wesker left, and I had three character at 3/4 life. He cleared out all three of them in the space of less than 10 seconds.



Also, Phoenix and She-Hulk are so bad I wonder why they even bothered putting them in the game. I think Phoenix takes worse damage than Roll did.


Dscn0568_-_copy
February 20, 2011


Have to disagree with you on Phoenix and She-Hulk. Level 3 X Factor Dark Pheonix is as bad if not worse than Level 3 X Factor Sentinel. And I attribute my indifference to Sentinel to being used to She-Hulk's crazy damage output. She's Street Fighter 3: Third Strike Makoto if she had a slide kick and command run.


Jamespic4
February 20, 2011


I think in the long view, nothing is going to make up for Phoenix/Dark Phoenix's health. She-Hulk needs better manuverability or some kind of projectile. Also, her launcher is next to useless.



I think the air-combo tags ins are dumb. too. Too much chance to lose your combo. I only try for them when I acutally want to switch characters, and even then, I usually only do the first one, so I can pull out a low-life leading character safely. (The Hyper meter bonuses just don't seem worth it.)


Twit
February 20, 2011


I'd honestly be satisfied if I simply had spectator mode. Fight request at least makes things easier but I feel like the game was too focused towards certain audiences. Perhaps the tournament scene by having such a variety of characters? Thereby neglecting modes?



But then again, if they really wanted to cater towards the tournament scene, they would they have included Sentinel. His only drawback is his big hit box honestly. Most people (now, but later?) think competitive teams will have him by default. He's too good. At least Magneto is a low life, rushdown character.



But I think Phoenix is fun. You're literally betting it all on her to have full meter and not spend X-Factor. But she still has ridiculously low life even as Dark Phoenix.



In the end, I still like the game. Hell, my friends have much harsher opinions of the game. I just look at Super Street Fighter IV and think, "Why?"


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