System: Xbox 360, PS3 | |
Dev: Capcom | |
Pub: Capcom | |
Release: November 15, 2011 | |
Players: 1-2 | |
Screen Resolution: 480p-1080p | Mild Language, Partial Nudity, Sexual Themes, Violence |
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Ultimate Marvel Vs.Capcom 3 (PS4/Xbox One) Unboxing!! Thanks for watching everyone! Look forward for more Unboxings! Want a copy for yourself? Marvel and Capcom join forces to deliver the most frenetic 3 vs. 3 tag battles ever with Ultimate Marvel vs. This release comes fully loaded, including all previous DLC, Marvel vs. Capcom: Official Complete Works, and boasting full HD 1080p resolution at 60 frames per second.
by Angelo M. D'Argenio
San Diego Comic-Con has come and gone, and one of the biggest announcements of the show was the reveal of Ultimate Marvel vs. Capcom 3. This upcoming sequel/expansion to everyone's favorite hyperspeed crossover is coming in November, a short ten months after the release of the original. It will only cost forty dollars, but it will feature an expanded roster, gameplay changes, and new modes that practically every fan has been asking for. Some are already calling this the edition of Marvel 3 that fixes everything that was wrong with its original release, while others are crying 'too soon!' since it's been less than a year since we shelled out sixty American dollars for the original. Is this a brilliant new way to give the fans what they want at a low price point, or just a shameless attempt to cash in on the Marvel hype by Capcom? We'll fill you in on some of the details and let you decide for yourself.
First and foremost, UMvC3 brings us the one thing we have wanted the most since the game came out: Spectator Mode. Now, groups of friends can actually get together online and watch each other's matches, rather than simply waiting in a lobby while two players' information cards bounce into each other. Not only that, but Capcom said that UMvC3's online options will be on the scale of Super Street Fighter IV's, so we can expect a much expanded online experience in the near future. Sadly, classic MvC3's Shadow Mode will not be coming back, but every other piece of DLC, from costumes to characters, is transferrable over to UMvC3.
In terms of basic system changes, there are quite a few. First of all, X-Factor has been changed. Capcom was very clear that the Comic-Con build does not feature the final tweaks to X-Factor, but just one of the many possibilities. In this build, the damage boost that X-Factor gives you is very small. In fact, it may be non-existent. It does, however, seem to seriously reduce damage proration in combos. In Marvel vs. Capcom 3, the damage of each subsequent move in a combo is proportionally less than the move that came before it. By reducing or removing this, X-Factor will make combos do much more damage, but won't do much at all for single moves, projectile spam, or even chip damage. X-Factor's bonus is now static across the board, so you won't see some characters getting faster or stronger like you did in classic MvC3. Everyone gets the same bonus.
Outside of X-Factor, there have been changes to the interface and overall team mechanics. Life and Hyper bars have both been totally redesigned, and while I like the new visual aesthetic, the life bars of your teammates are covered in a shadow that makes it hard to tell how much life they have left.
Team order has also been changed. Your lead character's life bar is now in the middle, and Delayed Hyper Combos (DHCs) will cause your entire team order to rotate rather than simply swap. Here's an example: In original MvC3, if you DHC from character A to character B, and then DHC from character B, you will swap back to character A. In Ultimate Marvel, if you DHC from character A to character B and then later DHC from character B, you will tag in character C, keeping your lineup in order the entire time. Speaking of DHCs, the infamous DHC glitch has been totally removed, so you will no longer be able to squeeze out extra damage from a bug in programming.
There have been a few tweaks to the Aerial Exchange system as well. First of all, the Aerial Exchange glitch has been patched out. So once again, there will be no bug exploiting for you. Second of all, your options are now to squeeze extra damage out of your combo (up), gain a bar of meter (down), or remove a bar of meter from your opponent (left or right). This will make meter-dependent characters like Phoenix much easier to use.
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Speaking of Phoenix, she has been fixed. In fact, every character has had several changes applied, and there should be several more before launch. Not only does the newly revised X-Factor make Phoenix less powerful, but she now can only do one Aerial special move before dropping. No more keeping you at bay with homing fireballs before teleporting behind you for an insta-death combo.
Wolverine is another character that has been nerfed quite a bit. His dive kick has a changed angle, he can't OTG by himself anymore, his Berserker Slash is no longer invincible, and his overall health has been severely reduced. However, he does have a new move called Swiss Cheese. Regardless of how absolutely ludicrous it is to hear Wolverine call out 'Swiss Cheese!' every time he uses the move, it seems decently useful. Basically, if you mash an attack button, Wolverine will thrust repeatedly with his claws, kind of like Chun-Li's Lightning Legs. However, this too can be looked at as a nerf, since you can't mash out Wolverine's moves as easily without triggering Swiss Cheese by accident.
System: Xbox 360, PS3 | |
Dev: Capcom | |
Pub: Capcom | |
Release: November 15, 2011 | |
Players: 1-2 | |
Screen Resolution: 480p-1080p | Mild Language, Partial Nudity, Sexual Themes, Violence |
by Angelo M. D'Argenio
Is Ultimate Marvel vs. Capcom 3 worth your money, or is it just a $40 expansion pack? This is the question that has been asked ever since the game was announced. Well, now we finally have an answer: 'Yes' on both accounts. UMvC3 is basically nothing more than a glorified expansion pack on top of Marvel vs. Capcom 3. In all honesty, there is nothing here that couldn't have been delivered gradually via DLC. That being said, if these features were delivered via DLC, they would cost much more than $40. So no matter which way you cut it, the game is worth your money. It's just that your buddy who missed the original release basically gets to spend $60 less than you and get the exact same content.
The first thing anyone cares about when a new version of a fighting game comes out is the roster, and UMvC3's roster has gotten much bigger. If you include the two DLC characters, UMvC3's roster has been inflated to 50 characters, a mere eight less than the whopping roster of MvC2. Capcom has also promised us more DLC down the line, so, with any luck, we could very well surpass MvC2's roster count in due time.
The new characters are all a blast to play, and they all fit into some niche that wasn't filled in the original MvC3 lineup. Phoenix Wright and Frank West are both characters that have subsystems that power them up, while Ghost Rider and Nemesis are characters that zone you with long range normals (Ghost Rider on the fast end and Nemesis on the slow end.) Nova uses red life to power up his attacks, Rocket Raccoon is incredibly small and controls space with traps, Firebrand's moves are entirely aerial in nature, and Iron Fist spends most of his time on the ground without ever launching the opponent. Finally, the cast is rounded out with Strider and Vergil, who are low-life characters with low damage outputs that depend on powerful mobility options and resets to deal damage, and Dr. Strange and Hawkeye, who are both highly mobile characters with a variety of projectiles that can control space.
If you aren't into any of these new characters, the returning roster has received numerous changes as well. Several characters have had totally new moves added to their repertoire. Magneto, for example, can now alter your momentum by magnetizing you, while Ryu has a new power-up super, the Hado Kakusei, which makes all of his supers and ki-related attacks gain new properties. Even if your favorite character didn't gain a new move, his old moves probably gained new properties. Zero, for example, can now cancel just about anything he does into a charged Level 3 buster, though it only causes a soft knockdown now.
Granted, many characters were hit with the nerf bat as well. Phoenix can only perform one air fireball before landing, and they disappear if she's hit, while the invincibility on Wolverine's Berserker Slash has been removed. The list of changes is long and varied, and would take another entire article to explain. Suffice it to say the entire roster has become much more balanced. Even rarely used characters like Arthur and Modok are finally getting some high-level play.
The overall game system feels a bit better as well. Meter gains a bit slower, while the minimum damage scaling has been reduced making combos do less damage overall. The DHC trick and all other game-changing glitches have been removed, and X-Factor bonuses have been leveled across the board and lessened in strength overall. That being said, X-Factor has gotten a bit more flexible. It can now be used in the air, and the boost lasts for a variable amount of time depending on which character you play. Slow characters, like Nemesis, get incredibly long X-Factor boosts, allowing them the extra time they need to get in and land that one hit that might give them the match.
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Online mode has gotten a much needed overhaul this time around. First and foremost, spectator mode has been added. So now when you are in a lobby, you can watch your friends fight rather than sit there watching their stat cards bump against each other. Granted, the game is still in its youth, so the smoothness of online play might change as more and more people crowd the servers. That said, I didn't notice an appreciable drop in quality, even with four other people watching my match. You can turn spectating on and off say, if you need to leave the room for a while, or if you just don't feel like watching a match, so pretty much everything is covered here.