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Site Owner
Join Date: Jun 2007
Location: California
Age: 28
Posts: 93
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E32009 Preview: Tatsunoko vs Capcom
There's something about Tatsunoko vs Capcom and I can't quite point a finger at what it is. Flashy, cell shading comes to life, the smoothness of it all .....I don't know. But what I can say, is good things about the game. Tatsunoko vs Capcom in a nutshell is Marvel vs Capcom's new brother, as they share the same gemeplay mechanics and the same fast and furious action.
Okay, spill the beans. Nao.
Like I said before, I can't point at what makes TvsC come at me. The game has a mix between 2D fighting plane, crisp and clear polygons that make the game seem like it came from two worlds - On one hand, it feels like your traditional fighter graphically. On the other hand, the game has cell shaded; comic book feel to the 3D models. Each character is modeled to each iconic detail. Each character look so sharp, you feel like you're in the same world as them. TvsC was an excellent licensing decision on Tatsunoko's creators to match-up against Capcom. The game is so crystal clear, so crispy clean, that it makes you think you're playing a Dreamcast game. Everything in the game is so razor sharp, that you'll be thinking you're in a comic book at times, something many comic book crossovers, and comic book video games has failed to do. I can't tell you enough how smooth the game is. Not just the models, the game runs at a brisk 60 frames per second, so you're going to have some blistering fast action popping everywhere. And don't get me started on how awesome the special effects are - especially Ryu's fireball super move. Its effects like that make you wonder how far can special effects can go? That fireball seems like a page out of a sci-fi movie where everytime you get warped into another demension you can see these wierd graphical patterns. No, those online images, and videos don't do the graphics justice - not the models, not the backgrounds, and ESPECIALLY not the special effects, you have to see it in person to really appreciate it.
So, if the graphics are good, how's controls?
As much as I'd like to be positive about TvsC - the drawback of having 60 fps smooth animation, is that the game plays like its on rails when it regards to controlling the characters. Some moves aren't linkable, so, to link the moves, you have to wait a second before excuting another move. This is where the drawback lies, as responsive as the game is, the game feels like its playing on manual, not automatic. Everytime you pull a move and you feel like doing another, once you excute it, it feels like the game is 'spongy' in other words; sometimes it feels bouncy, and you have to wait a second before the other move is excuted. This is what I got from excuting a few moves; which leaves a better chance for the other player to counter-attack you. Unlike MVC2, timing is essential. The hit detection is so accurate its not even funny. Not even super moves can hit a player in some parts, for example: It is possible to miss Ryu's super move if you're between his legs, and the lower part of his fireball - some players were lucky to have these moments. So, basicly, timing is essential, being at the right time, and the right place in TvsC is highly empathized.
How's gameplay? Balancing?
The first thing you should notice when you pick up TvC, is that the health meters are longer than MvsC2, which means you can stay and fight longer. And rightfully so, each fight seems a little longer than most fighters out there. Balancing is good, super moves aren't hard to escape, they're not even hard-hitting as MvsC2 - in fact, they all feel like they were slashed in half against those impossible-to-escape, impossible-to-reduce-damage supers. The gameplay is similar to MvsC2, except the framerate is smooth, and the controls are responsive, yet not-so-easy to link combos to a new combo.
Carlos' Verdict: If you loved Marvel Vs Capcom 2, you will love this, and then some more. You will come to respect the engine a whole lot more than most fighters on the market.
This article is a copyright of CarlosX360 Co. Ltd., any use of this article without the author's permission is liable for a lawsuit.
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