| Product: |
Marvel vs Capcom (DC) |
| Date: |
02/06/01 (42 review reads) |
| Rating: |
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Advantages: entertaining
Disadvantages: umm,
In true 'what if?' tradition, Marvel Vs Capcom pits cartoon superheroes against videogame stars. Of Capcom's three 2D-based fighting game franchises, their Marvel tie-ins have always occupied a middle ground. Compared to the tight, focused combat common to the Street Fighter games, they're a mite outlandish. But next to the unpredictable, reaction-based play of the Dark Stalkers series, they usually appear atypically conventional by comparison. With Marvel Vs Capcom, though, the all-important 'balance' of the series has undergone a paradigm shift. Owing far more to the Dark Stalkers games than the refined Street Fighter, there's a brazen emphasis on esoteric, screen-sized attacks. While this emphasises the (until now, unproven) sprite-pushing capabilities of the Dreamcast, it rather cheapens Marvel Vs Capcom as a beat 'em up experience. Like its predecessor - the wonderful X-Men Vs Street Fighter - Marvel Vs Capcom utilises an inspired 'tag team' system. Before the start of a bout, players choose not one but two fighters. These can be switched at will during combat. Should one character be beaten, control switches to the remaining character, and victory occurs when both fighters are KOed. For Marvel Vs Capcom, the eponymous codeshop have introduced 'guest' characters. Chosen at random at the start of a fight, these can be summoned with a simple button sequence. In many senses, this addition only highlights the emphasis on reaction-based play. For all but the most accomplished player, a game of Marvel Vs Capcom is fought with reactions alone. Or that's how it often seems. Being able to elicit yet another eccentric special may sound like a Good Thing. But, set in context, it tips the balance between 'method' and 'madness'. Marvel Vs Capcom genuinely looks outstanding. Its massive characters - like Hulk, or Street Fighter's Zangief - stomp with well-an
imated aplomb, and there's no trace of slowdown or flicker. Special attacks, too, are massive, smooth-moving wonders. Yet, ironically, it's this aesthetic excess that makes Capcom's latest that little bit less scientific during play. It's worrying to note that the player who can fire off the most attacks in the shortest time generally wins. Those who favour a thoughtful, skilful approach will find this exasperating. Its best feature, like many fighting games, is its multiplayer mode. Marvel Vs Capcom offers more than the average beat 'em up, though, by genuinely realising the potential of its tag team system. With four pads, a group of friends can fight in teams of two, switching between fighters as and when required. It's a superb idea, and one that genuinely works. Marvel Vs Capcom is, or as near as matters, arcade perfect. But herein lies the problem. As a coin-op fed by the occasional pound coin, it's a worthy cause. But as a home console title, its shortcomings are that bit more apparent. After the initial 'oohs' and 'ahhhs' that accompany first sight of its more eccentric attacks, extended play can prove frustrating, even unrewarding, to all but the hardcore 2D fighting exponent. The domestic user expects more. They don't get it. Ergo... An entertaining, though inherently flawed fighting game. Against the well-considered wonder that is Street Fighter Alpha 3, Marvel Vs Capcom appears a little frivolous. If that's your bag, then fine. If not, steer well clear. Everyone should bear in mind, though, that the Dreamcast pad is totally unsuited to the rigours this game demands of it. If you're not prepared to buy Sega's joystick as well, you should knock ten percent from this final score... 7/10
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Last comments:
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- 03/06/01 I loved X-Men v. Street Fighter (Rogue was always my favorite simply because of versatility). |
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- 02/06/01 Bang on...that's a vu. nice one. |
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