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I get tons of hate mail from the IGNDC readers, primarily
concerning Dragon Ball Z (all of which is filtered into the "Letters About
Sucky Television Shows" folder and promptly deleted), but occasionally dealing with
the topic of Capcom's versus series of fighters. The versus series made us say "Oh my
god!" with the multiple digit hit combos of X-Men Children of the Atom,
managed to blow us all away with the never-before-seen tag-team antics of X-Men vs
Street Fighter, had us wondering "What the!?" with Marvel vs Capcom,
and most recently, with Marvel vs Capcom 2, had many a fighting fan saying
"This is just ridiculous!". People seem to think that just because I praise Street
Fighter III as being more about skill than flash, that I'm damning the versus series
as a whole.
That's definitely not true.
Marvel vs Capcom 2 proves to be one of the best fighting games out there, one of
the Dreamcast's most sparkling gems, and an awesome experience both for 1 player and
multiple players alike. Yes, folks, the madness of Marvel can indeed coexist with the
beautiful simplicity of Street Fighter III.
And this game is definitely mad, even more so than in previous incarnations. Here's a
quick rundown. Marvel vs Capcom 2 takes Capcom's tag-team concept to new worlds.
You select a total of three characters at the start, only this time all three can be
tagged in or out in mid battle and become fully playable. The game does away with the
medium punch and kick functions, replacing them, respectively, with ASSIST 1 and ASSIST 2,
which are used to call in your tagged-out buddies for some assistance, ranging from health
recovery to brutal mid-combo blows. Careful, though, as a character that's onscreen during
an assist function looses tremendous amounts of life if struck by the opponent, so you'd
better be very sure when using the feature.
The real fun starts when you get into the area of super moves. Capcom's hit the
stratosphere in insanity, with massive displays of sprites and animation spewing across
the screen, from Tron Bonn with her dozens of cloned robo dudes to Son Son's giant phallic
symbol. You can call in all three combatants for a group super, or you can chain character
supers one after the other. This is how those ridiculous combo counts seen in early shots
have been achieved.
The game manages to play better through the standard Dreamcast controller thanks to the
assist buttons being perfectly suited to shoulder presses, although the analogue shoulder
buttons do feel a bit strange at times. If you're an old timer like myself and you play
your fighting games with the three center fingers of your right hand instead of with your
right thumb, you're going to need to do one of the following:
Pick up a Mad Catz Dream Pad 6 button controller: they've removed the stupid rubber
coating from the D-Pad, and if you're real picky, you can swap the Mad Catz D-Pad with a
D-Pad from your favorite Saturn controller (available used for less than 3 bucks).
 | Import a 6 Button Fighter's Pad from ASCII: Unlike the Twin Sticks or Maracas, these are
in abundant supply, and should cost you less than 50 bucks at an import store. |
 | Get yourself a Saturn to Dreamcast converter from an Online retailer (try NCS or Level Six),
find yourself a Japanese-style Saturn controller, and you're all set. The Saturn pad is
much better than the ASCII Dreamcast pad. Remember - all gamers need at least one
Capcom-friendly controller.
Control options aside, Marvel vs Capcom 2 takes some major amounts of getting
used to in order to master its fighting system, and most people are probably gonna play
the game without even trying to gain that mastery. They'll win or lose but won't
necessarily be able to repeat their performance, and to them Capcom's button configuration
will be reduced to one giant button the size of the controller with the words "mash,
mash" inscribed upon it. All the while, onlookers won't have the slightest clue as to
what's going on on-screen, especially during super chains.
The game's an absolute riot none-the-less, especially in groups, and even the untrained
can't deny how well-thought-out the whole thing feels. It doesn't feel necessarily as
refined as a Street Fighter III, but considering the sheer level of insanity, the
system is refined enough. Furthermore, you certainly can master the game with lots of
practice through the very complete training mode. Practice your aerial raves, learn how to
best achieve combos, all to the moral support of the game's fruity announcer (now with
twice the fruit - you gotta hear how this guy announces the game's name at the title
screen). Mastery takes an amazing amount of time with MVC2, and unless you get
really good you're going to get non-stop whooped by your less skilled friends who fight
haphazardly, but it's all in good fun, right?
It's actually a lot easier to work at the game in one player mode thanks to the
tremendous amount of variety and home options included. In addition to standard arcade and
versus (human or CPU) modes, you'll find the aforementioned training mode and a survival
mode of sorts. There's no network fighting mode, unfortunately, but maybe its better that
Capcom got this game out now without the functionality, considering that a brand new
fighter could be just around the corner.
The coolest part of the game's one player mode is its cast of fighters, which at 56
characters (many of whom need to be unlocked) is larger than ever. The list includes the
previously seen likes of Ryu, Ken, Cyclops, Wolverine, Iceman and hyper-cute Mega Man, but
Capcom's also gone about giving us newbies such as Jill Valentine of Resident Evil
fame, Tron Bonn, of Mega Man Legends fame, and Amigo of
. uhh, I think Amigo
is one of the few original characters in the game (please correct me if I'm wrong). Each
character behaves as you'd expect, with Jill Valentine calling on zombies and wolves as
her means of attack while coming in with health (complete with the Resident Evil
life-line icon) as her assist function. You unlock characters and new character colors by
earning points in the various other modes of play, then purchasing them through a cute
little character shop, and characters can be traded between VMUs by downloading a VMU
exchange file. You seem to earn points for pretty much anything, including the training
mode, giving us an incredible incentive to actually learn the system.
And on top of that, whereas Marvel vs Capcom looked like an utter mess on the
Dreamcast, with pixelization problems and a rushed-port feel to it, that's certainly not
the case for the sequel - you'll play it just to admire its good looks. The arcade game
was a sight to behold in the first place, with 3D backdrops more smooth and detailed than
you'd expect on Naomi. Add in the 2D characters, whose animation is at the level of the
original Marvel vs Capcom (not at the level of SFIII, though), and you have
a game that could only look better if Capcom would make the move to full 640x480. The home
version's presentation is rock solid as well, with the most attractive menus ever in a
Capcom fighter, and minimal load times. I must also admit that, while I despised the
jazzy, vocal sound track at first, I now consider it to be one of the greatest things in
human history. It made me feel real hip while working my way through arcade mode as Mega
Man, Tron Bonn, and Amigo. And oh boy is that intro cool - you gotta love an intro which
lists the features of a game like a product spec sheet from the company.
The only thing that could possibly hold you back from this game are the options of
buying Alpha III or Double Impact in its place (both of which have just been
released
reeeeeeeeal smart, Capcom). I still believe Alpha III has more going
for it than any Capcom home fighter to date, although Marvel vs Capcom 2 and Double
Impact win for having not been released on the PlayStation over a year ago.
Thankfully, both Marvel and Double Impact are at opposite ends of the
fighting spectrum, and can coexist on your gaming shelf.
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 Hmm,
also looks like my ex (ed's note: not bitter!)

I think it want's a high five?
One word, spiderman.
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