Marvel vs Capcom 3: Fate Of Two Worlds review

Marvel vs Capcom 3: Fate Of Two Worlds

Learning some fighting games is like learning a real martial art. Hours of practice, tons to remember and limited opportunity to apply your punchy knowledge. Marvel vs Capcom 3: Fate Of Two Worlds takes ten seconds to learn and lets you dropkick a god-wolf with Final Fight’s Mike Haggar. Welcome to the anti-Virtua Fighter.

The story has Doctor Doom joining forces with Albert Wesker in order to conquer both the Marvel and Capcom universes. The game itself, though, is all about the fist. If you came here looking for a ripping yarn then you probably deserve the meteor that Hulk is about to smash on your head.

The two Universes are as thematically incompatible as a Lego and Stickle Brick love-in, but the only thing that actually matters is how proficient the characters are at whomping each other in the face. And they’re really bloody good at it.

Buttons have been stripped down for simplicity, leaving you with light, medium and heavy attacks and a special button for bokking opponents skyward and swapping characters in the air.

It’s easy to chain together simple combos and hit advancing guards; breaking aerial combos is more difficult, because you have to guess your opponent’s input to end humiliating sky-beatings. Hitting specials is smoother than ever and button inputs are more forgiving than in similar scrappers like Street Fighter IV.

Unfortunately, reading attacks and spotting openings feels less natural than in more grounded fighters.

Using your two team-mates is essential. They’re not just extra lives if one of your characters goes down – they’re a means of chaining a 20-hit combo into a 60-hit one. It’s a game of slapstick chess: learning what all the pieces do is the easy bit, but using them together requires the processing powers of electro-murdering floaty Weetabix Marvel villain MODOK.

The selection of characters is huge and diverse, but some of the new additions seem disappointingly familiar. Girly Wolverine clone X-23 doesn’t add much above her genetic original, other than being slightly faster and infinitely prettier. The same is true of She-Hulk, although there’s definite appeal to playing as a giant green lawyer who can chuck cars on her head.