Ultimate Marvel vs. Capcom 3 — Issue 55

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.