Ever since Dragonball Evolution came out on DVD, I felt compelled. Compelled to not only buy this amazingly terrible movie, but also to edit in all of its deleted scenes and air it for a Shitty Movie Night. In the end, that wasn't enough. My mind buzzed with amusing ideas to add into the film to make it an overall more entertaining experience for people who DON'T like watching shitty movies. Now, FINALLY, after a couple years of working on it, then neglecting it, then working on it again, I have finished my re-edit of Dragonball Evolution. It's name? Dragonball Evolution GXX#Reload: The Sobat Festival.
The plan is to air it next week on the official Shitty Movie Night website since I have NO idea if there's still a way to embed stream sites like Ustream, and I'd love for the Dtoid community to come and watch and make any suggestions on what I should add or subtract from the final version of this project. Why? Because Shitty Movie Night used to take place here and I will always have a soft spot in my heart for you guys.
I was pretty excited for Street Fighter x Tekken. I was pumped to the point that I pre-ordered the game online as soon as I found a deal. This excitement stemmed from the faith I had in Yoshinori Ono based on the quality of Street Fighter IV. The online for that game worked well, and I could have lag-free matches with my bro Wilbo over in Scotland. The game only improved with its Super entry, so I was under the impression that Ono knew what he was doing.
Fast-forward to the week of release. Shortly after my copy had shipped, word of the game's on-disc DLC had been revealed. Needless to say, I was appalled. I was cool with the idea of extra characters as DLC, and I wasn't too upset over the fact that the Vita version would get the characters first at a discounted price. What sent me over the edge was the fact that these characters were not only finished, but they were also on the disc.
It's been a while since this drama occurred, so I've heard all of the arguments. People have compared SFxT's Disc-Locked Content to things like Windows and the fact that Windows 7 has every version of the OS all on the same disc. Capcom has said they wanted to make it easier for everyone to access the content. I can see where they're coming from with these arguments, but I simply don't agree with this method of distribution.
Windows is a tool. It makes sense that they would have various versions on one disc for accessing content as you're buying specific versions of a tool that offer different functions. Video games are entertainment. It just doesn't work the same way and people will never resonate with it in a positive way. Let's say you buy a movie on DVD, but you don't get access to the deleted scenes and other content on that disc unless you pay extra. That would irk you wouldn't it? What we have instead is a "Special Edition" DVD that includes all the extra content on it. Anything on that disc is yours to do with as you please.
As logical as it may sound to put all content on the disc to avoid download times and space requirements, the majority of people aren't going to agree with it and are going to feel cheated out of content on a disc they just paid for.
Now, the DLC isn't the only problem I have with SFxT. No, the problem I have is that the game itself is pretty shitty. It's littered with useless things like Gems and Auto-Combos, and packed to the brim with technical issues. It's normal for games to have issues with things like infinites, but there's a problem when you can win by merely jabbing, or juggle opponents by spamming a heavy kick.
Some people can deal with these functions, and that's cool. I could probably deal with them too. I mean, if I could actually play it online. I cannot believe how terrible SFxT's online netcode is. Not only is there immense lag, but the audio cuts out because of it. Has this ever been an issue in another game before? Because I have never heard of lag causing this.
Things get even worse when I try to play with Wilbo halfway across the globe. When we play SSFIV, SF3O, or even MvC2, we have a flawless connection. When we tried to play SFxT together, we had ridiculous lag. It got even worse when we tried forming a team and playing against others in Ranked matches. We literally never finished a single match when we tried this mode. Why? Because we would desync mid-fight and then drop from our opponent.
What the hell? This was a great idea and it was hyped to high heaven before release, and it plays like total ass.
Now, I know people will say "you should wait for the patch to release" or "well you were playing with someone across the globe," but those arguments simply do not fly. I guarantee this upcoming patch will not fix online lag issues. When has a fighting game ever patched online lag? If they do end up reducing lag in matches, I will put my foot in my mouth. As for playing with someone across the globe; if I can do this flawlessly in several other Capcom products, then why the fuck should this become an issue now? This is completely unacceptable.
What makes this even more more upsetting is the fact that not once has Capcom owned up to their mistakes with this game. All they have done is blame everyone else but themselves. They've spread out watchdogs and white knights across the internet from Capcom-Unity's message boards to /v/ in order to make it seem like they're not at fault. They blamed the 360's lack of Offline/Online Team-Up initially on Microsoft, then said they didn't have enough time because it was too complicated (even though games from Halo to Mortal Kombat have accomplished the same feat flawlessly). Did they ever say "sorry?" Did they ever do anything to make it up to 360 users? Fuck no! Did they admit their fault with the game's shitty online? No, they blamed it on us. Apparently our terrible connections are the reason why the audio cuts out. It's not because they did a terrible job with the game's netcode.
"The new netcode implemented in Street Fighter X Tekken allows for up to 4 players to have a smooth online experience, however depending on the connection stability between players, things like “spontaneous match rollback,” “voice effects cutting out,” and “sound effects cutting out” also are occurring. "
Now, let's recap. Capcom has just put out a game that they spent more time developing DLC for than they did making sure it was fully functional. Not to mention they shafted the 360 version in favor of Sony's massive sacks of cash (and they still claim they weren't picking favorites). The game has been rendered unplayable to me because I can't even utilize its online functions so I can get pissed off at the handfull of exploits players are using. The last time I felt buyer's remorse this bad was when Nintendo announced an $80 price drop on the 3DS 40 days after I purchased mine.
Now SFxT is by no means Capcom's only fault as of late. Let's list them, shall we?
*Marvel Vs. Capcom 3 has terrible online, has gameplay that is nothing more than repeating a single combo, and had two versions released within 6 months of each other (because apparently Tsunamis make that okay)
*Resident Evil has been degrading into a basic "action shooter" game
*Asura's Wrath's Ending is DLC
*Capcom's resentment towards past employees has pushed them to kill off, completely change, or constantly ridicule both Devil May Cry and Mega Man
Let's dive into that last bulletpoint a little more. Both Inafune and Kamiya have offered to come back to Capcom to help them develop Mega Man and Devil May Cry games (respectively), but Capcom has refused. Why? Because the people that run Capcom are so jaded--so absolutely prideful and childish--that they wouldn't dare allow anyone who left them to do anything to help them. They would rather take a character clearly loved by many people all over the world, and drag his name through the mud, refuse proper cameos and troll fans on the eve of his 25th ANIVERSARY. They would rather take a franchise and completely change its main character in a way they know fans will react negatively.
"No, seriously! Do something that you think would make us angry with you."
So you know what? I'm done. I'm done with Capcom and I'm done with their bullshit. You want me to spend all this time playing Asura's Wrath only to find out I need to spend more money to get closure to the story? You want me to spend $80 to have full access to a fighting game with shitty online? You honestly want me to believe that there is no difference between downloadable content and disc-locked content? You want me to believe there was absolutely no interest in a completed, buyable demo for Mega Man Legends 3? Fuck you, Capcom. We're fucking done.
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.