TNL 3.0 - Site SelectVideogamesMax AnimeForums

The Next Level - Reviews


MainNewsReviewsPreviewsFeaturesContactsLink to UsStaff


Dreamcast Marvel vs. Capcom 2 Developer: Capcom | Publisher: Capcom
Rating: A-Bahn
Type: 2D Fighter Skill Level: Variable
Players: 1-2 Available: Now

When it comes to fighting games, Capcom unquestionably knows how to 'milk the cow'. Within a decade of its existence, the legacy of Street Fighter has given birth to the era of hardcore players deeply rooted in the arts of the World Warrior, to the big screen and back, japanimation, variants on the 3D realm, and the most popular within the timeline; the Vs. installment which gives host to aerial raves and unspeakable intensity. Although most (such as yours truly), have looked upon this particular deviation as for the 'new generation', button mashers, etc., it's difficult to downplay the actual resurgence which it has created. Since the initial debut of X-Men vs. Street Fighter, the first to introduce tag team fighting and was loosely based on elements from X-Men: COTA and Marvel Super Heroes, proved to be the most ambitious deviation from Capcom. Such a departure from the norm created a different angle of strategy and thus a new demographic in the SF family was born.

As the series continued with MSH vs. SF and Marvel vs. Capcom (supposedly proclaimed to be the last installment in the Versus series), the fan base grew in numbers. Aside from the mild aura gleaning from the SF3 series, you could visit any local arcade and find a large crowd assembled around Marvel vs. Capcom cabinets, engaging in hours of frenzied action onscreen. As online and print publications give hint to a new installment, initially I begin to personally think that the overall gameplay will be composed of unbalanced gameplay and unreserved invitation for 'button mashing'. After all, how could order be brought to chaos with the inclusion of 3-on-3 gameplay? Yes, I definitely looked at this game with a significant lack of optimism, but vowed that I'd be among the first to play it in order to quell my prejudices. In this regard, a newfound respect for the entire series and those that enjoy it was born.

Naturally, the question is raised: what new features have been included this time around? Unlike the filler elements seen in Alpha and SF3, there's enough packed within this sequel in its namesake alone being the "New Age" seems quite applicable. My initial impressions after extensive hours of playing, left me sitting in awe and uttering shouts of amazement and appreciation. The most obvious is the use of gorgeously rendered 3D backgrounds. Examples such as the clock tower stage that features an airship approaching in the distance; (complete with a real-time shadow which is cast as it hovers above), the pristine glisten of the water sparkling in the underground cavern, and the lightning streaks that ensue around Ruby Heart's craft are just among some of the highlights which help MvC2 shine. In short...all of the backgrounds are impressive. Hyper Combos now have new stylized aural effects and transparencies (seen in Cable's Time Warp for example) which in all leave you in awe at the graphic spectacles bestowed before you!

Capcom even went as far by giving a personal touch to the menu select screens, abandoning the generic typeface fonts that have been featured in many of their past titles in favor of a glossy, stylized look. Among the main menu options including Arcade and Versus modes, and a much improved Training Mode in contrast to that found in MvC allowing you to obtain Attack Data, configure Supers (known as Hyper Combo), CPU actions, and more. In addition, other modes such as Score Attack which is quite similar to the Arcade Mode, other than the fact you're actually battling to obtain the highest score, Network Mode (which I can't enjoy at the moment being I am not a Japanese citizen and don't own Bonus Kun's hacked DC), and Secret Option (the source in which secret characters, stages and character color schemes are unlocked.

Great, so the game is a visual feast, all glitz but no substance you say? On the contrary,...this game believe it or not is packed with significant innovation. By default, the game allows you to select 24 characters, which gradually will increase either by unlocking them via time intervals while the game is in action or through the experience point system implemented to work in conjunction with the arcade counterpart and the network for competitive play. Of course, if you're among the owners like myself who've imported and don't have access to either of the aforementioned resources would conclude: "I am out of luck...I am only able to unlock some of the characters, what am I am going to do?" Thankfully, by the divine blessings of the GameFAQ's administration; did a hacked VMU file surface online which allowed me (and the rest of the net community) to enjoy a larger cast of characters. To my surprise, I discovered that favorites which not since X-Men: Children of the Atom and Marvel Super Heroes did Sentinel, Storm, Magneto and Silver Samurai to name a few returned in the fourth installment. While new characters such as Cable and Marrow make their debut from Marvel Comics lineage, original characters such as Amingo and Ruby Heart to Capcom cameos featuring Tron Bonne, Hyato, SonSon and even Jill from Resident Evil; all which total a fully playable cast of 56 characters. Aside from one or two characters having some slight jerkiness, all of the character animations are intact and quite fluid.

To say that a few changes were made would be an understatement as aside from the graphical magnificence addressed earlier, the gameplay and manner in which the control operations are executed also have undergone modifications. The first feature is in regards to the number of characters you can select during battle which makes the transition to 3-on-3 competitive play. This alone adds to more unspeakable insanity as triple team Super attacks can be summoned, not to mention that fighting bouts now last much longer. Expanding upon the Helper system featured in Marvel vs. Capcom, which presents three 'Assist Type'(s) - Alpha, Beta, and Gamma. Alpha operates as a projectile attack (though if your character doesn't use projectile attacks, an air attack or such will be initiated), Beta generally results in characters performing a launcher or air attack, while Gamma varies in characters healing, taunting, or...executing an irregular attack of some sort. Experimentation is highly encouraged in order to discover the best combinations which work best to your favor.

The biggest change is the control setup in which command/combo functions would ensue. In case you've been unaware, Strong/Forward are no longer present and are replaced by Fierce and Roundhouse. New command buttons present Assist 1 and Assist 2 which operate your second/third teammate. At any point during the game, you can summon your opponent to jump onscreen, perform their Assist Type function, and then quickly jump back off-screen. After each action has been performed, a few seconds transpire and an indicator highlights "Assist Ok" which signifies that you can enable their assistance once again.These buttons play a vital role as they work in conjunction with the Assist Type which you've selected, so choose wisely! Tagging out your characters is performed with jab/short for selecting your middle character, while fierce/roundhouse will tag in your bottom character. Unlike in Marvel vs. Capcom, where your characters jump in and were the unfortunate recipient for super attacks; characters which are tagged in and hit an opponent can now be 'popped up' and left open for an attack. Streamed balance in a versus title? I love it! Due to attack alterations, the combo structure naturally has been affected, but take note that the Strong/Forward attacks are still retained via tapping jab or short twice in succession. Thus, a character such as Spider-Man who normally could launch an opponent in the air by hitting Strong would now press jab-jab, then proceed with the air combo: jab-short, jab-short, fierce-roundhouse...surprise, the aerial combo is unleashed! It's important to reassert which characters require an actual launcher (most which are initiated via hitting down or down/forward with Fierce or Roundhouse) in order to complete the full air combo. After a bit of practice in training mode, you'll pick up the pace and be back to your gaming status as a sausage.

Other elements which enhance the gameplay department include the new Snapback feature, which is pulled off by performing a quarter circle motion toward your opponent along with Assist 1 or 2; (i.e. pressing Assist 1 forces in the middle character, while Assist 2 brings in your opponent's character listed on the bottom). Although it uses up one level of your lifebar, and can be blocked...it's quite effective when it connects be it the fact that it's great from preventing a damaged character from recovering energy on their lifebar and leaves opponents that jump into the action are left vulnerable for attacks. Duo Hyper Combo attacks have been retained and now with the inclusion of a third character, Triple Team attacks can be iniated by pressing both assist buttons simultaneously. Given the ideal team is selected, the combo hit rate can jump as high as in the hundreds, and cause significant damage. Speaking of damage, take note that when you summon your teammates to assist you, they can incur twice the number of damage. Don't fret as recoverable damage which is signified in red in your lifebar can be regained. Activation of supers (which are called Hyper Combo) gets an adjustment as you must now use two buttons to unleash a hyper combo. To add some new spark to this aspect, characters can now super cancel ala SFEX. To illustrate, you could have Cyclops perform his Mega Optic Blast, cancel into Cable's Hyper Viper, and finish it off with Bulleta's Cruel Hunting super...causing some massive damage (and prolly a bruised ego to the afflicted victim).

The last noticeable set of features of complimentary relevance is that players looking to perform aerial combos in Easy Mode need to look elsewhere as it's been omitted (ah well, time for you to truly learn the game I guess). In addition, throws are much harder to do, especially on characters that jump in, the music itself makes for a unexpected fighting atmosphere which most players will opt does not belong in a fighting game being that it's - jazzy! Though, after just an hour playing throughout the game, I found the game's soundtracks to be quite fitting to the point that I was disappointed that a sound mode wasn't included; (now I must get the soundtrack!). The only track I could deal without is the character select screen (I'd personally like to put the vocalist out for a long wild ride of eternal slumber). The boss character which apparently is derived from the storyline based upon the War of the Gems (comic fans take note); known as Abyss. This is among another one of the areas the Naomi board showcases elements that not even CPS3 would be able to achieve. Save for a spoiler of sorts, let's just say that he's quite spiffy. Finally, characters can Super Cancel much like the PlayStation Vs. titles have established. To illustrate, if you used Ryu and he performs a fireball, you can now immediately cancel into a Shin-Shoryuken. Madness!

With all of the positive highlights given to the game, does Marvel vs. Capcom 2 establish itself as being the next pinnacle of gaming? Is it perfect? Not quite. Though the 3D backgrounds are visually impressive (albeit, still not highly animated or 'busy' as in the vast list of SNK fighters or even the upcoming installment of Guilty Gear coming to Dreamcast), they unfortunately leave the 2D characters looking somewhat out of place. Add to the fact that the game was designed to run in 640x480 resolution, but hook up the game to your PC via the VGA adapter or a television monitor larger than a 27" will leave you coming away disappointed as the pixelization becomes evident. Furthermore, while I was certainly pleased to see the vast variety of characters including new and old faces, I would have actually liked to see more new characters from the Marvel and Capcom universe (perhaps Mega Man's brother Zero, Deadpool, and heck..maybe even Mary Jane would've been funky!). I suppose that's what sequels are for; thus it's safe to say that we can expect another installment in the near future as Marvel vs. Capcom 2 sports enough glitter, replay value, and perhaps is the most balanced Vs. title to date. It certainly will be a game that will be played and enjoyed by hardcore fans and newcomers alike.

(Pics courtesy of GameFan Online)

· · · Bahn


Pic

Pic

Pic

Pic

Pic

Pic

Pic

Pic

Rating: A-Bahn
Graphics: 9 Sound: 9
Gameplay: 8 Replay: 10
  © 2000 The Next Level