
Ultimate MvC3 almost slips back into bad habits
Final version of MvC3 is a true upgrade

Editor’s note: This review originally appeared in Issue 24 (4Q2013). It has been edited for spelling, grammar and clarity.
I usually have a genuine problem with Capcom’s release policy for its fighting games. Generally, I know to expect a revision edition later down the line that adds maybe a few characters and few new backgrounds. Marvel vs. Capcom 3 was no different. I knew what was coming and, sure enough, Capcom played its hand with Ultimate. Curiously, this is a decent play, though like all Capcom releases, it should have come right at the beginning.
Ultimate picks up the slack where vanilla left off. You’re still saving the Earth from Galactus and the basic look of the game is still the same. Except, there’s a few new bells and whistles thrown in for good measure. The new intro throws a fresh coat of paint on the proceedings. The intro is gorgeous, with a freeze-frame look at various battles between Marvel and Capcom characters around the city. There are also a few new backgrounds, though I wish there were more. I particularly loved the new Days of Future Past background with the wanted poster of the X‑Men arc cover re-done with characters’ status from both sides. And, no, Mega Man’s questionable status did not escape my notice.

The new characters added to both sides are easily the best reason to pick up the new version. There are 12 new (Phoenix Wright, Firebrand, Frank West, Nemesis T‑Type, Strider Hiryu and Vergil for Capcom; Doctor Strange, Rocket Raccoon, Nova, Iron Fist, Hawkeye and Ghost Rider for Marvel) with the DLC add-ons of Jill Valentine and Shuma-Gorath still available and Galactus made playable through an offline mode. Playing through once more is interesting, just to see how the new characters work within the balance of the game at large. Speaking of balance, new moves have been given to the older characters as well as some tweaks to their movesets and the overall game engine.
Probably the biggest addition aside from the characters is Heroes and Heralds mode. Basically, you choose a faction — Heroes, who will oppose Galactus; or Heralds a la Silver Surfer, who work to soften up the earth for the planet-devouring god — and fight through stages of varying difficulty. As you fight, you acquire ability cards that are used to form a deck. The cards apply special attributes to your team members or to the game itself. It’s a novel and well-executed idea and one that makes sense in the larger scheme of Marvel vs. Capcom. I’m surprised it wasn’t thought of until now, and I’m even more surprised that it’s not in more Capcom games.
Ultimate Marvel vs. Capcom 3 isn’t the freshest idea out of Capcom’s camp, but it has quite a bit going for it to warrant a purchase. While it’s too much content to be DLC only, it’s a shame that full price was charged for it when it was released. Capcom managed to dodge the usual shenanigans it’s known for with Street Fighter, but it cut it close. Thankfully, Ultimate MvC3’s ride is an entertaining one to take.