Now that Marvel vs Capcom 2 is officially coming to the Xbox Live Arcade and the Playstation Network, what about the Wii? Samurai Showdown Anthology is great but it can’t compete with Street Fighter IV or the upcoming King of Fighters XII, so there isn’t much on the console to keep fighter loving Wii only owners happy.
Until Fall 2009 that is.
Nintendo Power stated that “it couldn’t be done,” but Tatsunoko vs Capcom is coming to North America. What’s more, strange control scheme aside, its the best fighter on the Wii.
I was only able to play with two characters, Ryu and Casshern, while my opponents were free to select whomever they wished. For starters, the game looks great. Using the age old cel-shading makes the Wii pretty axiom; Capcom has brought a beautiful, and fluid, fighter to the console. Running at a high speed (I wasn’t able to determine the frame rate) character attacks and specials look fantastic. The only issue is that the game does not operate on the same level as Street Fighter IV or Marvel vs Capcom 2. It has its own unique feel that is difficult to put down on e-paper. However, it isn’t to the games detriment, just something that is part of the learning curve, much like the controls.
Most fighters have six to four attack buttons (from my experience) but TvC has only three. The light, medium, and heavy attacks perform punches and kicks according to the character you are playing. While Ryu will strike with his fists while standing, Casshern might throw a kick. It was off putting at first, but realizing that I could throw hadoukens and hurricane kicks (I’m not trying to spell that) with the same button streamlined the fighting experience and it makes customizing your controller (speculating) a lot easier. Including with the attack buttons is the standard partner call-in, and partner assist, which is exactly the same as in Marvel vs Capcom 2. Your partner jumps in and performs a special attack and then proceeds to taunt the opponent, just so they can get their licks in I presume.
My first battle, against Ryu and Morrigan, was an interesting foray into the game because its a great indicator of the accessibility of the controls and the combo system. My first fight was mostly sweep kicks and hadoukens, sticking to what I know, but near the end I was able to link some dashes and combos that led to some interesting results (a victory for one). My second fight, Ryu versus Chun Li, was a little more of the end of the first one. I was able to link some combos together with special attacks and I figured out how to pull off the special moves of my fighters. The aforementioned supernatural abilities are a wonder to behold as Ryu’s Shink Hadouken and Casshern’s ground smash electrical parade engulfed half the screen. It was highly entertaining.
An interesting note here is that we were able to play the version with the Wii’s joystick. A strange contraption that seemed to have more buttons than the Wiimote wasn’t as great as Mad Catz’s Street Fighter IV fightstick but it is better than some of the products that Hori has put out.
The best part about the game is that the limited controls will give gamers that don’t want to dance around six different buttons a chance to partake in the fighting genre. On top of getting to know a ton of great new characters, and re-discovering love for the old, the game is promising to be a deep fighting experience that everyone will be able to play. We all know that Marvel vs Capcom 2 did a great job at balancing depth with accessibility and it looks like Tatsunoko vs Capcom is going to continue on with that tradition. However, we will have to see how it all plays out once the game is released in Winter 2009.
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