It’s MahVal BayBee!!!!!
Ok I just had to do that. I had just finished a 3 hour session today and at the end of it I’m not so much burnt out but in shock and awe as to just I have played. So much that I rather spend the rest of my play time going through mission/training mode, and just messing around to see what is possible. (I have played about 50 matches so far, both online (only friendly matches with people on my friends list), and off)
The first thing I did when I popped the game in, I had to remap the buttons. I didn’t even look at what the default buttons are, I just knew this is a versus game and so I wanted the buttons to play like them. From what I’ve read, the magic combo system is back with a twist so I just mapped the face buttons to be light, medium, hard as the same as jab, short, medium is just about all the other fighting games. This way the muscle memory is still there and I felt right at home.
But this sure isn’t the same games from the past. As a direct comparison, lets just take MVC2. Now the general, general feel from MVC2 is that you have one guy to lead, and the second guy will be the assist to it makes it easier to get in, and the third anchor can be just someone that is descent in both departments or go all in and have another really good assist character. Generally in MVC2, if you lost one character, its generally over already unless your opponent starts to relax too much and let his guard down. However in MVC3, its seriously a whole new game.
To get the most damage for the least work, you have to tag characters in and out frequently (extended aerial combos, DHC, etc).I would not be surprised if some old school players stick to their guns and have a team that revolves around one character only, but that is now just only one way to play the game. Without making this into a big rant, I’ll just simply say, no matter what your play style is, there is a team that will work for you. Super defensive zoning, Rush that shit down, Traps for days, its all there.
I can see I’m about to write a full page already, so I’ll just leave my last paragraph on the early criticism from the only people that I care about; the old school MVC2 crowed. From all the FrameAdvantage vids I have seen, the old school crowed generally likes it but has only one reserve about it; the damage output is too high. I can understand that since there have been matches where I was afraid to use my assist even since a random super could catch them and they would be already half dead. Then there is also the fact that one long combo with a super finisher takes off over 50% of most characters’ life. But as long as Capcom kept their promise and there is no such thing as infinites in this game, the damage output makes up for it. Remember guys, in MVC2, just one touch from someone say Magneto even if he’s the only guy left, he could turn the entire match around (the MVC2 crowed accepted that). The same thing is happening here, except the barrier of entry is just lowered so more people can get into this game easier. Before you get all elitist and say: “back in my days, I had practice for 8 hours a day just to learn this combo thing..” Just stop. While some dexterity should be required to stop the button mashers, Fighting games (imo) should be more about the mind games of controlling space, getting in, and making your opponent second guess himself that he might as well slap a wig on. Forcing people to have hands like Liberace is not the point.
This is only my first impression after all, watch I go back on my own word latter down the line. But what do you guys think? Is the damage set too high with too easy of controls?
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