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So as some of you who know me should know, I've been writing for DamnLag for the last year or so. It's still a growing site and whatnot, and I think you should all check it out if not just for my ramblings. So, to possibly intrigue you all into checking out the site from time to time (as well as get some possibly interesting discussion going on here), I've decided to post my review of Marvel Vs. Capcom 3 that I recently wrote for them.
Is this a whoring post? Yeah. I'm not going to hide that fact. However, it is also me shlepping out a review I spent a lot of time working on and I'd like to get feedback from people. So enjoy it the exact same way it's presented there. And maybe stop on by DamnLag sometime, won't you?
It’s been a long, long wait since Marvel Vs. Capcom 3 was first announced last year. During its entire development period, I had mixed feelings about the game. Each time I built up excitement for the game, Capcom found some way to temporarily kill that excitement. First it was the fact that it wouldn’t be done with 2D sprites. Then it was the simplified control layout. Next, it was the announcement of who wouldn’t be in the game. After that, it was the announced DLC plans followed then by the announcement that Spectator Mode would be delayed. It almost seemed like Capcom didn’t want me to get excited over the game. With each disappointment, however, I managed to set aside the negatives and focus on the positives, building up my excitement for the game again and again. And now, after all the waiting… all the recorded demo matches… all the wild speculations… the game has finally come out. The question now, is this: Is Marvel Vs. Capcom 3 a worthy successor and will it last for the next 11 years the same way Marvel Vs. Capcom 2 did? The answer I’ve come up with, after this first week of playing is, “No.”
It’s Flashy and Fun. Now I know people are probably going to be reeling from that last statement, so instead of getting to the negatives, I’ll first focus on the positives. The biggest positive is that the game is absolutely beautiful and is insanely fun to play. Now I’m sure you’re thinking “but you said it wouldn’t last the next 11 years,” and yes, I did say that and as of now, I stick by that statement. Remember, we’ll get to that reasoning later. Whenever I sit down to play the game, be it to unlock more endings through arcade mode, to learn characters through Mission Mode, or to just play against friends online, I have a lot of fun doing it. It’s clear that a labor of love went into the smaller details in the game like character movements and phrases. If anything, MvC3 manages to be an incredibly entertaining fighting game despite its faults. If you’re terrible at fighting games, you’ll probably still enjoy just watching others play. It’s that entertaining.
The Controls Are Fine This was a big concern for me personally. Mostly because the simplified controls of Tatsunoko Vs. Capcom are what kept me from sticking with it for very long. While this game has a very similar layout (light, medium, heavy attack buttons + an air launch button), it still manages to have a nice amount of complexity to how things are done. Capcom said they did this so newcomers could have as much fun with the game and really get into it. Well, honestly, I think Capcom completely failed on that. Yes, the button layout is a bit simpler, but there are so many moves that punish you if you button mash. For instance, with Deadpool, if you want to pull off his screen-covering trigger happy move, you have to make sure you don’t press the attack button more than once because it will then send you up in the air to perform a completely different move that can botch whatever strategy you may have been developing.
Another example is Super Skrull. If you do anything and press an attack button too many times, you’ll be stuck doing a Tenderizer attack, which may or may not hit your opponent and lasts far too long. If you miss with the attack, you’ll be open to massive punishment. Its things like this that make MvC3’s controls a lot more complex than they let on. You have to focus and be in control of your actions even moreso than in the previous games. While this will be a welcomed feature to anyone familiar with fighting games, it’ll be a complete turn-off for newcomers. I love the fact that this game makes me focus even more on my button inputs, but the fact that Capcom didn’t accomplish what it set out to do still needs to be addressed. I know the “Simple Mode” controls can be seen as their answer to that, but don’t forget that early-on Capcom mentioned that their reasoning behind the TvC layout was to get newcomers in on the fun.
The Game’s Roster Is Horribly Broken Alright, enough pointing out the game’s positive points. Yes, it’s fun and yes, the controls work. However, there’s so much wrong with the game that it hurts. Here’s what I think Capcom thought about when they started working on MvC3: “Hmm. Most people liked using Storm, Magneto and Sentinel in MvC2 because they had the most exploitable and powerful movesets. Instead of reworking them to be on the same level as everyone else, let’s instead bring everyone else up to their level!” And that is exactly what they did. Well, almost. Sentinel is still insanely overpowered. So really, they gave everyone a ridiculous amount of exploitable moves and then took the top three characters from the last game and boosted them up even more. As I mentioned before, I was really expecting MvC3 to have a more balanced roster. You know, since the game has about 10 characters less than the last one and about half of those are newcomers. So it’s very disappointing to see that things almost seem even more out of whack than MvC2, which is saying a lot since that game was notoriously unbalanced since its development was rushed. Really, I’m not even sure if I can compare the unbalanced-ness of this game to MvC2. Especially since I could use characters like Guile in that game and get some nice matches in.
Everyone Is Exploitable. I don’t think there’s any character in MvC3 that you can’t exploit in some way. Every character in the game can be used cheaply. Be it some move that can be spammed throughout the match and backed up by assists… Or some combo that can be looped for eternity… Everyone in the game can be used in a way that really just kills the fun of the game. The reason for this falls back on the simplifying of the game’s controls. Yes, it still gets rather complex when learning moves and focusing on what you’re doing, but because the game makes it incredibly easy to pull of combos (you know, one of those features added to draw in newcomers), there are a ton of exploitable maneuvers. I suppose the fact that any character can do this could be considered “balance,” but when there’s no way to break out of these juggles, it just becomes a game of watching your character get KO’d. Hell, people have been working on a ton of methods on how to get 100% damage combos out with nearly half the roster so far. Even worse, they’re doing it without the additions of partners, or X-Factor now. It’s nearly impossible to not feel like you’re being cheap when using a character in the game. Or at least it feels that way for me. Half the time I’m playing the game, I feel uncomfortable with the fact that the characters I enjoy using have all these moves that can be done so easily and put so much hurt on my opponent. It’s also a part of the reason I’ve gravitated towards Spencer in my personal team. He only has a few moves and it takes a lot more effort to get at your opponent than with, say, Deadpool. Now, I know I’m complaining a lot about exploitation in the game and I probably sound butthurt from too many losses or something. Quite the contrary; my Win/Loss ratio as of now is 100+ wins and 50+ losses, so it’s not like I suck. I know how to combat against those MODOK players that like to turtle in their corner with barriers and psy-blasts and even Sentinels. It’s just that more often than not, it requires me to be cheap as well, which just takes a lot of the fun out of the game. It’s like using aimbots in FPS games. Where is the fun in that? I try to not use characters like Deadpool because I like getting in and doing some hand-to-hand combat here and there; but the game doesn’t seem to want me to do that since so many of the characters are used for zoning more than anything.
The Name of the Game is “Spam…” I mean “Zoning…” For those of you that don’t know, “Zoning” is the term used for keeping distance between you and your opponent. It’s used in plenty of fighting games, but in MvC3, there’s a very heavy focus on it. There are enough characters in the roster that have moves that can keep players pinned on the other end of the screen without ever having to leave where they are. Where the hell is the fun in that? Well, really, there is no fun in it. People do it to win, and that’s it; and they’ll keep on doing it, too, because it works. Why? Because the game was designed for it to work. Combos Will Be the End of You Zoning isn’t the only point of frustration, though. Combos are too. As I mentioned before, combos are extremely easy to do in this game. Even worse is that you can be stuck in an incredibly long and punishing combo too. What blows my mind even more is that Capcom acknowledges how easy it is to exploit moves and pull out ridiculously long combos when they put in the Mission Mode. For example, one of Amaterasu’s Missions is to repeatedly spam a basic forward attack with her that the opponent cannot do anything about. If only there were some way to give the player some kind of window of opportunity, like the Burst maneuver in BlazBlue and Guilty Gear. For those of you that don’t know, the Burst maneuver is a move that allows you to break out of a long combo if you have it charged up. Actually, even Tatsunoko Vs. Capcom had something like this with the Mega Crash. And you weren’t getting away scott free when you used it either. It would take away some of your health as well as parts of your super bar. So, why wouldn’t they include such a maneuver in a game that can start with a ridiculously long ground combo, go into a ridiculously long air combo, then finish with a ridiculously powerful super move (which sometimes can also be chained into either another super or into another long combo)? The closest thing the game has is the air combo cancel which can only be done if you manage to match the opponent’s button input if he switches out characters mid-combo. The X-Factor, Variable Counter and Advancing Guard features are useful, yes, but they only work if you are both guarding and on the ground. Basically, if you get caught in anything in this game, you are pretty much screwed.
So, let’s get back to my original statement. Does this game seem like the kind of game that will hold up as well as MvC2 did for another 11 years? I say “No.” There are far too many things wrong with the game at this point for it to be strong enough to last 11 years. That is, unless Capcom goes in and does some serious nerfing, balancing and exploit patching. This is technically possible since Capcom is planning a slew of DLC characters. These characters could easily come with patches to the game that fix the many, many problems that players are already discovering within the game. They could also go the Super MvC3 route. I know they said “No” to that possibility, but they’ve said “No” to a lot of “possibilities” with this game that have since then been done anyway. It’s worth keeping in mind that Marvel Vs. Capcom 3 is still a brand new game fresh off the press. It’s possible that within a year’s time, I could completely change my tune with the game. It’s not like all these frustrations I have with the game will make me punk out and never play it again. It’s just that the game makes me happy as much as it makes me rage, and so far, I’ve already seen a few people get turned off by its faults. All I can say now is that the game is worth giving a shot, but don’t expect anything very solid, because that is the exact opposite of what this game is. I just want to mention that since writing this article, I've found out that Capcom designed the game to take heavy patching and that the plan was to make the game as crazy as possible, then see how it does and start patching accordingly. That's not really the way I would have preferred they do it, but at least it will be patched in the future.
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I doubt that these are combos that I'm going to pull off, but still I just don't see what they've actually improved upon other than the graphics and presentation.
Also, I totally agree that Burst should be added, though I really just like the ability to reset my mistakes.
It wasn't arcade-tested for several months before being brought to consoles. Pretty much no Vs. fighter Capcom have been arcade-tested since MvC2.
Fighters usually go through iterations and improvements before console release, but if you're going to bank on people just playing on the internet, you're not going to have the data you need to release a polished game.
Street Fighter IV, on the other hand, enjoyed arcade feedback just before going to console. People can downplay the importance, but real-time feedback on arcade units matters. They track a lot of stuff on those.
We live in a day where people turn a blind eye to broken single player games when that's not acceptable in the slightest, but with online multiplayer having such bloated importance when you release fighters withot arcade testing them its going to suffer out of the game.
Things might get better, online games are always works in progress, but the level of knee-jerking I've seen over this game is beyond childish. Gamers practically encourage developers to release these games incomplete but don't stop to think about how things worked just ten years ago.
However I loved playing Tatsunoko and MVC3. But I really don't understand how the buttons work and combos and all that shit. But I don't exactly button mash I kinda just press button combinations at random and I have a lot of fun with the game regardless of knowing how to actually play it. Only thing I wish different was not being able to special so easily. I'll be "button mashing" my way into a combo and accidentally special at the wrong time.
I really never play fighting games online simply because of the lag. I don't care what game you play. Every fighting game always lags. And theres always the dumbass player who just spams the same move over and over again. Which makes me shut the console of right then and there.
Having trouble with spammers? Dante and Deadpool both have teleports that instantly negate spam/zoning, Iron Man's unibeam assist is extremely fast and has high priority, use your assists appropriately to buy your point man some time, Ryu's super hurricane kick has temporary invulnerability, etc.
You talk about how fighters in this game can be used cheaply, thats a pointless thing to say because any character in any fighter can be used cheaply. Lizardman in Soul Calibur 4, Sagat in pretty much any Street Fighter, Jin in Blazblue, Talim in Soul Calibur 2, so on and so on. You even said you used Guile in MvC2, whom for the most part is the definition of a passive cheap bitch. The end result is, despite how cheap it is, you're still falling prey to it.
In fact I'm going to take it one step further; in any multiplayer game ever there is a way to do something cheap that ruins the fun. Anybody remember back in Halo 2 when people would hide with the bomb on assault mode for eternity until someone quit? Or in Modern Warfare two how people would just camp out and try to get Tactical Nukes? Complaining about cheap things that just ruin the fun is honestly a stupid thing to complain about because you'll encounter it anywhere and everywhere.
Basically alot of the stuff you're complaining about are things that you are simply falling prey to. It happens to me too, it happens to everybody, you just have to learn and adapt. I mean sweet jesus christ the game has been out for a week, it took MvC2 years to get fully fleshed out. Take some time to practice, find a good team that works well combating various threats, and maybe give the week old game a time to get a couple of balance patches.
If you just spam his heavy attacks, then yes. Otherwise, even though Sentinel is pretty broken right now, I actually dont mind fighting him too much because my Dante can put up a good offensive against him. Otherwise maybe get above him with Ryu and Shinku Hadoken him clear to hell.
You clearly missed the part where I said that I have a majority wins with the game and that I don't fall prey to cheap shit all the time. Obviously every fighting game has cheap/exploitable characters, but in MvC3, ALL OF THEM are horribly exploitable in cheap in some way. As for Guile in MvC2, I don't see HOW you could possible call him a cheap character AT ALL. He's a damn CHARGE CHARACTER in a Vs. game. How the hell can he possibly be cheap in comparison to characters like Magneto and their disruptor spam?
And never did I say that I was constantly losing to M/M/S teams. The only characters I actually thing I verbally mentioned being annoying were Deadpoo and Sentinel.
As for MvC2 getting "fully fleshed out," that game has literally NOT BEEN TOUCHED since its release. It has only been ported without any changes. I clearly said that I know this game has just come out and things may change after patches come out to fix it.
Come on, man. At least read the whole thing before you jump on me for actually criticizing the game.
I did miss that one segment, so apologies for that.
However it's still extremely pointless to complain about exploitable characters in games. Every character in every fighting game is exploitable in some way, so it's really pointless to try and point it out and try to make it a negative associated to MvC3. Most "exploitable" characters are just people finding the most efficient ways to combo/do damage with minimal risk.
What I meant for the game getting fully fleshed out is to let the players get a feel for the game. Once everyone gets a true feel for the game you're going to see higher tactics come into play and most spammers will end up getting punished in the long run, if not filtered out to an extent. Plus MVC3 has the benefit of being patchable to fix problems as they arise, something 2 never had. And given that Capcom has seemed pretty opened eared with their fans about this game I cant see that not happening with 3.
Also, charge characters are bitches. Forever ;)
I'm glad Capcom is willing to change things if neccessary.
Having said that, MVC3 is pretty much exactly what I expected. And is still pretty fun.
Well as I said at the end, I found out later that the game will be patched and fixed in the future, and I mention in the conclusion that it will probably get better when that happens. However, I'm not going to review a game like this and say "well, it'll get patched and fixed later, probably, so I won't sweat it." You're supposed to review a game based on its current successes and faults, of which MvC3 currently has more of the latter.
And yes, every game has characters that are exploitable in some way, but in those games, it's much easier to find a way to combat it. In this game, if you're caught in any of the exploitable moves, you're pretty much finished. Because of the addition of assists, it makes fighting back exploitation even more frustrating to the point of near impossibility. That is, without retaliating in the same form... which I also talked about extensively in my review.
Yes, I've been stuck in terrible exploitation, but I have also been able to combat it. However, the only way it seems like you can effectively retaliate is to also be cheap, which is something I don't find very fun. There, I just summarized something I mentioned in my review above.
Also, charge characters are awesome. Haters gonna hate.
(If Mario wanted to get Guile into an opening, he'd bait out the obvious flash kick, then take advantage of that opening. Not just jump into it blindly.)