After getting our hands on Marvel vs. Capcom 3 at NYCC last weekend, I think I can safely say that all of us here at Open the Fridge will be picking up the game when it comes out next spring.
The biggest thing that struck me is how tight the game is — and I mean that in many respects.
The action is solid, responsive, and familiar, as the game maintains that fast-paced, over-the top action that you’ve come to expect from the MvC series. The “Evolved VS. Fighting System,” as the combat is called, is crisp and precise, which juxtaposes nicely against the graphical onslaught to which you’re otherwise subjecting your eyeballs. The 3-on-3 tag fighter is, fundamentally, the same game you know: choose three fighters, choose three assist types, and let the fists fly!
While the game has a “simple mode” which maps buttons to techniques, in order to open up the otherwise competitive game to the novices, normal mode is as button-mashy as ever (to wit: I put Sean’s Thor-Amaterasu-Deadpool team into the ground without much in the way of strategy.) That being said, even after a little game time, it’s clear that, like its predecessors, you can have a beastly fight ahead of you when you’re up against the Daigos of the world.
The visuals are so beautifully perfect for the game, I can hardly contain myself. The cel-shaded “living comic book art style” fits the frenetic gameplay – to borrow from Apple’s PR team – magically. The super attacks are rendered cinematically, a la Tatsunoko vs. Capcom, and each stage is fully detailed, using Capcom’s advanced MT Framework (previously used in, for example, Resident Evil 5 and Lost Planet 2.) This kicks it a up quite qa notch compared to MvC2, which had rendered backgrounds, but character sprites.
Interestingly, the game takes a MUCH closer PoV compared to MvC2, which, I admit, made me feel a little claustrophobic. Dormammu spans the vertical height of the screen, and Dante’s sword slash takes about 65% of the horizontal space. I remember where a super jump in the predecessor would let you clear the screen in order to get some much needed breathing room between characters. My time with the game was brief, but that doesn’t seem to be the case this time around. This will likely add a positive element to the increasingly crazy gameplay, but I, as a fighter, need some time to regroup every now and again.
Still, while there wasn’t much doubt whether I would be picking up this game to begin with, my demo this past weekend has closed that deal. We’ll keep you updated on the Fridge when more news comes through, or if we get our hands on more demo time! There is undoubtedly more to love that we have yet to see.