03/22/01

Marvel vs. Capcom

Capcom for Playstation

 

I am a Capcom 2D fighting game fanatic. I have played every fighter they’ve made and loved them all. I own just about every 2D fighter Capcom released for the Sega Saturn, domestic and import. I have managed to avoid practically all Playstation conversions of the same games for this reason. Unfortunately, my Dreamcast-less state (at the time of this games release) and the sad, sad demise of the Saturn meant that the only way for me to own a home version of Marvel vs. Capcom was to buy the Playstation version. So I did.

 

As long as you can overlook the fact that this version almost totally eliminates the tag-team mode of the arcade, this is a pretty faithful and inventive conversion. Capcom did several things to alleviate the missing tag-team action. The game does allow tagging if you’re willing to play with the same two characters as your opponent. You can also choose to play with a partner who can only show his face during team super attacks, along with the ability to invoke a clone of your opponent to help you out for those insane crossover supers (where you control both characters onscreen and have unlimited use of super combos). You can also play with only a Buddy helper (chosen from a large number of supporting Marvel and Capcom characters) who can be summoned whenever you need help and who will also appear during team supers and repeatedly attack. Finally, Capcom released the game with low MSRP ($29.99), probably in acknowledgment of the superior Dreamcast version, which has already been available for some time.

 

So, once you’ve gotten past those shortcomings, it’s time to look at the graphics and other issues. For the Playstation, this is not a bad translation at all. I’d rank it up there with Street Fighter Alpha 3 and JoJo’s Bizarre Adventure. Yes, there’s animation missing but it’s not as obvious as it was in the PS X-Men vs. Street Fighter. In fact, a lot of the gratuitous animations Capcom could have chopped are still in the game (Rush following Mega Man around, multiple entrance animations, etc.). Music and sound effects are generally very good (I love the sound of Strider swinging his cipher), but some of the voices are tinny and obscured. Play control is as good as it gets with the PS pad. I’d prefer a Saturn pad or any decent controller with 6 buttons on the face, but Capcom fine-tuned the controls so that pulling off even the more complicated moves is second nature.

 

Capcom even threw in some bonuses for those of who choose this conversion over the Dreamcast version. My favorite is the fact that Mega Man actually learns a new super move when you beat the game as him, and can use it from then on. This is a cool little reward for all of us Mega Man fans. Basically, this game is worth the purchase. Unless you’re going to get really bent out of shape because it’s not arcade perfect, you’ll have fun with it. Heck, it’s worth it for all the new characters alone (more than any recent Capcom fighter), and the return of Gambit! Capcom continues to prove that they can force the Playstation to do 2D well.

 

Overall: 8

 

 

 

-Pat

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