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Wednesday, 2 December 2009
Disaster Year 2000: Marvel vs Capcom 2
Attention grab deaths. Wild power fluctuations. Endless interfering cross-overs. Being a superhero is absurd. More so if you're a supervillain. Fixed in a constant orbit, doomed to replay the same scenarios; victims of half thought-out universe statistics, and magpie readers with perpetually waning interest. This is the condition of the modern big two superpower, an unlikely basis for an interactive cash-in, but reflected perfectly in Capcom's royal rumble. This fourth stab at franchise collision sees Marvel vs Capcom 2 shed any real sense of restraint. Simplified control system aside, the game is tuned big, awash with screen filling death beams and impossible mid-air jab gymnastics. Players chose from a roster of 56 fighters, selecting three for snap-in tag team fun.
Little effort is required to provide a rolling illusion of extreme superplay, characters are assigned a bleed-in skillset, allowing attack chains that frequently stumble into the hundreds. Expert play though is a seizure spam of jump-in assists that somehow never stagger gameplay. Frame counts memorised, and constant calculations made to take better advantage of any punishable missteps. Marginalised characters can shine, page snatch abilities given foe trumping supremacy thanks to a keen desire to keep the game vaguely balanced. Everyone gets their moment, reigniting fan interest, and weaving a brief insight into the priority concerns of duelling super abilities. Marvel vs Capcom 2 represents a successful marriage of western iconography, and post-Z chakra hysteria. Marvel's characters filtered through melodramatic Japanese hero ideals, and the world's finest pugilism template.
Hey bruddah I'm back! Love this game, in fact just mentioned it on my new blog (nsfw). My friends and I are still playing it to this day.
ReplyDeleteWicked! Me checks.
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