So Albert Wesker, Doctor Doom, and M.O.D.O.K walk into a bar…

Well, it took more than a decade, but “Fate of Two Worlds,” the third installment in the Marvel vs. Capcom series is finally here, and while Capcom delivered a great fighting game that will appease both the hardcore crowd and the newcomers, they left out several characters and game features that may leave some disappointed.

Marvel vs. Capcom 3
Platform: Playstation 3, Xbox 360
Developer: Capcom
Publisher: Capcom


The core gameplay of MvC3 is solid. Capcom has updated its standard 3v3 tag-team based mechanic to be more streamlined and inviting to newbies while maintaining the level of strategy hardcore gamers expect. Changing characters can be done with one button during air combos, which can make for a stream of devastating hits. The button setup is still very similar to the game’s predecessor, with a light, medium, heavy, and special attack layout. Probably the two biggest changes to gameplay are the X-Factor mechanic, and the simple mode. X-Factor is a temporary power-up that heightens a character’s speed and power. Additionally, by activating X-Factor you can cancel any special combo your opponent may have been trying to unleash, which adds another level of strategy to the game. Finally, there is simple mode, which consolidates a character’s moves into a very simplified setup, allowing newcomers to have a sliver of a chance against veterans. Though being able to pull off a twenty hit combo with a single button is fun, simple mode really is just meant to help players progress into the (more fulfilling) normal mode.


With only a 36-character rooster, MvC3 brings significantly less characters to the table than its predecessor. On the plus side, Capcom has done a fantastic job making sure each character’s personality shines in the game. Deadpool, for instance, breaks the fourth wall constantly during fights and Wesker oozes evil with every step. This effort also transfers into each character’s unique play style. Which means no more palette swapping; each character has their own unique fighting style and move set. In addition to making the process of mastering a character more rewarding, this also challenges players to experiment with different character combinations.

Fast characters like Viewtiful Joe can be a great asset.

Still, the exclusion of some big-name characters, like Megaman and Venom, didn’t go unnoticed. Other characters who were rumored to be included in the release, like Frank West of Dead Rising and Nemesis from the Resident Evil series, were also absent.


Here is where the game falls short for me. For offline play, the game offers up an Arcade mode that takes the player through a series of matches culminating in a final boss fight with Galactus, and Versus mode that pits you against your friends in the standard 3v3 match type, and a Mission mode that helps you learn the moves for individual characters. Online play has ranked and un-ranked lobbies with a “winner keeps playing” setup. That is it. Special modes like Time Attack, Survival, and Spectator are missing. Additionally, features such as special winning conditions and bonus stages are also absent, and considering that there are only four characters to unlock, there isn’t much to keep gamers interested beyond the core gameplay.


When it comes down to it, the most important thing for a fighting game to have is a well-developed and balanced fight system, and MvC3 has that. The game does also offer unlockable character bios, alternate credit and opening sequences, and a two-panel short comic-blip that can be unlocked for each character after beating arcade mode. There is also talk of DLC characters in the mix, so we might yet see some of the aforementioned characters. As it stands though, MvC3 earns 4 out of 5 stars for providing gamers with a superb fighting game, there just needs to be more…everything.

Rating: ★★★★☆


About Author

Behold! The callused conceptions of a conceded mind whose depths have been caressed and convexed into contours unknown. It is I, the confused young coot with a carefully concocted conspiracy to take this corroded circle to the black chasms of my consciousness. There is no need to cower though, for I have contrived this coup to be an occurrence without cringing or crying. It will be a cause for celebration, an occasion and a careless campaign. So come and chart close behind your carnivorous corporal down this chilling crypt and consider not what you construe as inconsequential. Before crossing though, my comrades and cohorts, before we chance this correspondence, let me introduce myself, and I must confess that it is considerably copacetic to meet you. My name is Colter.


  1. There were several things I didn’t like about this game:

    1. No air recovery
    2. Block is slow to work because your character has to finish his animation COMPLETELY before it’ll kick in
    3. They changed up all the buttons from previous installments (regaurding their placement not function)
    4. I found the characters to be clones of each other (Ryu/Morrigan, Wesker/Dante, Joe/Arthor, Trish/X-23)
    5. The screen is too cluttered and moves too fast to see what’s going on at times
    6. I can perform the same button movement 3 times and get 3 different moves. (It’s shouldn’t be this hard for a player of my experience to pull out a hadouken!)
    7. For some reason when I’m pressing the kick button (to do a Tatsumaki Sempu Kyaku), my characters keep punching. (I’ve done it in slow motion against my friend… I’m pressing kick and he punches.)
    8. The CPU LOVES to air juggle you until you’re dead. I’m looking at you Dante/Wesker/Arthur team!
    9. There’s no block when a character jumps in. If you can catch someone before they hit the ground when they’re tagged out, it’s open season. (Or at least this is my perspective. I’ve died and held block when jumping in with my next fighter only to find myself in the same air juggle that killed my first fighter.)

    At least that’s my perspective. The graphics are shiny and the roster has changed but all in all this feels like a step backwards to me. All flash and no substance. (Btw … I played the PS3 version. … you know, the one with the 10 minute data install before you play.)

  2. ^
    1. There is air recovery. Also the more hits you get, the faster you’ll recover.
    2. It has always been like that in every fighting game. You have to finish your attack in order to block. You just need to learn how to press buttons at the right time or else you get punished.
    3. Each of the MvC games have had different button configurations.
    4. I don’t see how they’re clones. Yes the game has a universal input set, but each character is very different from each other. Yes there are universal properties, (rushdown, mixup, turtle, zoning…), but every character is different especially Joe and Arthur.
    5. That’s how MvC has always been, you just need to get used to it.
    6. You need to work on your execution then because this has never happened to me. MvC3 doesn’t have input leniency like Street Fighter 4, so if a Quarter Circle comes out instead of DP (or the opposite), well you’re doing it wrong.
    7. Your inputs need to be fast. If you input too slow, it won’t come out. Also, there is no kick button. Only light attack, medium attack and heavy attack.
    8. You need to learn to block. Also the game is all about juggles. Every character has a 100% damage combo in this game.
    9. Actually you can block unless it’s an air throw.

    Now for my verdict:
    The game is really good, but online is horrible. 90% of the time you can’t find a game and some idiot programmer made it so the game has to reload the menu when it fails to find a game even though you already are in the menu. Also Sentinel is way too overpowered. He has the most stamina, does the most damage, has insane range, has the best assist and Super. If you want to beat him, you have to switch your whole team just to fight him. Stupid move by Capcom.

    • Blackthunder01 on

      My experience speaks against this. Street Fighter, Tekken, Mortal Kombat, VS., Killer Instinct, Virtua Fighter, King of Fighters, Samurai Showdown … I’ve never had a game give me this much trouble. (I’ve played nearly every installment of each of these titles.)

    • gotta agree with mike.
      you just reallyl have to get used to the characters your playing and pay attention to what you are pressing. button mashing will get you knowhere. ryu/morrigan are nothing alike!
      each character is extremely different when talking about speed, power, moveset, turtling, and zoning.
      my review
      game is great, could use a few extra characters that will pop up on dlc sometime soon, but for now its’ great. getting a ranked match online sucks. it takes me so long to actually get a match that actually connects. and agreed, sentinel is over powered! they need to nerf him, if u have the game on 360 id love to beat you down! :) gt: mr mos def

  3. I think this game loves button mashing more so than other games I’ve played. Over all I have fun with this one when playing with people in my living room.

    • if you’re playing on simple it is a button mashign game, but on normal it’s a bit more difficult to pull of good combos and air juggles

  4. Shouri Elemente on

    I agree, it’s missing a couple chars and modes but overall, it’s pretty awesome. Now if all my rl friends who have never played fighting games really wouldn’t shy away when i ask them to play it with me…….

    Dante, Zero, Deadpool FTW

  5. Graphics were a let down, I was hoping to find the comic book inking touch from the game trailers. But it barely there in-game. I prefered the last Street Fighter game.

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