First of its name is crossover combination everyone needs
Marvel vs. Capcom is where I started. My broader Marvel education beyond the X‑Men? Marvel vs. Capcom. My love for the Versus series? Marvel vs. Capcom. I learned these lessons through the eponymous Versus title, and I’m richer for it. MvC is six-button perfection.
Marvel vs. Capcom is technically the third game in the Versus series, not counting X‑Men: Children of the Atom and Marvel Super Heroes. This is where the magic has been perfected. Loosely adapting Marvel’s Onslaught story arc, MvC brings together some of Marvel’s biggest names that had yet to appear and the wider Capcom universe. Some big Marvel names like Magneto and Colossus reappear in assist roles while newcomers like Venom and War Machine join the fray, and Capcom mines the depths of its catalogue to bring in characters such as Strider, Mega Man, Morrigan and Captain Commando. The roster is an interesting mix and good call because it introduces a lot of favorite faces and it tries hard to avoid retreads.
Also, a good decision is the refinement of the two-character team concept. MvC plays like a dream and characters feel substantial. The gameplay flows well, and moves and supers feel bombastic, as they should in a Versus game. Picking up the game is easy thanks to the Auto Mode and moves feel smooth. There are still some moves that are hard to perform (looking at you, Eternal Slumber), but overall, the game plays with a better handle on fighting than its predecessor, Marvel Super Heroes vs. Street Fighter. Another area where MvC excels over the preceding game is the presentation. The game looks great, with large colorful sprites and gorgeous backgrounds. Characters animate smoothly and look great as representations of their respective series. Equally as impressive as the graphics is the soundtrack. MvC has one of the best soundtracks in the series, and it’s not because there are remixes of existing character themes. The music fits the game mood well and the announcer — Sally Cahill of Resident Evil fame — adds to the crossover atmosphere.
While MvC isn’t perfect, it’s close. I don’t have too many complaints beyond difficulty pacing issues in the arcade ladder. The final two fights before facing boss Onslaught are brutal, and the difficulty could have been tweaked just a tad. But that is not enough for me to ding the game heavily.
What I appreciate the most is the obvious care and attention to detail with MvC. MvSF is unmitigated laziness while MvC got serious again about the legacy of the series. The roster for main characters and assists feels thoughtful, the presentation is fun and engaging and the gameplay still holds up well. It might not be played as much as its direct sequel in Marvel vs. Capcom 2, but I still find myself returning to pull off Duo Team Attacks frequently. MvC is the most marvelous of the series.
Fate of Two Worlds shores up Capcom Versus fighting game franchise
Editor’s note: This review originally appeared in Issue 16 (4Q2011). It has been edited for spelling, grammar and clarity.
By Jamie Mosley, former associate editor Gaming Insurrection
It may seem odd to most gamers that sometimes it takes a long time for a sequel to be released for a successful franchise. Gamers that have just started in the seventh generation of consoles have seen franchises milked literally to death like the Guitar Hero franchise. And we get a new Call of Duty game every single year. The Marvel vs. Capcom franchise, however, hasn’t seen a new installment for a decade, missing out entirely on the sixth generation. Sure, the most recent installment, Marvel vs. Capcom 2, has been ported about a million times, but the fact remains that it took Capcom more than 10 years to make an official sequel. Was it worth the wait?
Marvel vs. Capcom 3 is a fighting game that takes characters from the Marvel universe and the Capcom universe and puts them together. Crossovers like this don’t happen often, and it’s exciting to see fan-favorite characters duke it out. The roster includes Chris Redfield, Albert Wesker, Ryu, Amaterasu, Viewtiful Joe, Spider-Man, Captain America, Wolverine, The Incredible Hulk, Iron Man and many others. This epic cast of characters can satisfy most fans of Capcom or Marvel. Despite this, there are a few characters whose lack of appearance is disappointing. Mega Man, who was in the widely successful MvC and MvC2, is absent from this game as is Captain Commando. On top of that, some newer Capcom characters that have recently become quite popular in this generation, Frank West and Phoenix Wright, also don’t make an appearance in MvC3 (Editor’s note: This was rectified in Ultimate Marvel vs. Capcom 3).
Frank West is especially disappointing considering he was in the Wii’s Tatsunoko vs. Capcom: Ultimate All-Stars. Venom, from the Spider-Man universe, would have been a fantastic fit (Editor’s note: Venom returned in Marvel vs. Capcom: Infinite), and the Marvel side is pretty light on villains in general. A lot of the franchises are under-represented, which was quite disappointing. Despite the lack of obvious characters and the smaller roster compared to its predecessor, MvC3 still boasts one of the greatest rosters in fighting game history, in my opinion. The amount of potential awesomeness here is overwhelming. Classic rivalries can be revisited and watching Chris Redfield shoot Spider-Man in the face with a shotgun never gets old. Each character has plenty of unlockable color schemes for their outfits plus a robust arsenal of attacks. Every character feels unique and plays differently than any other of the other characters to choose from. This is especially true for Amaterasu from Okami and Dante from Devil May Cry, two of the most popular characters in the game.
On top of the 30 plus characters available, there are also four unlockable characters. While these characters aren’t especially exciting or anything, it’s still fun to unlock them. The biting thing about MvC3 is the fact that it was promised to have characters to download as DLC and a new gameplay mode, all of which were talked about before the game was even released.
Unfortunately, releasing these characters and an entirely new gameplay mode as DLC so close to the game’s launch looked bad, to say the least. Capcom, of all companies, should be wary of DLC, and releasing it on day one or talking about the DLC in detail before the game has even hit shelves will make this consumer feel cheated, especially when most of it is on the disc already and it has to be paid for to be unlocked.
The fighting engine in Marvel vs. Capcom 3 favors players that practice and learn all the different combos, but it also favors button mashers. Essentially, you can try to play the game strategically and be successful, but there is also a huge possibility that someone who has barely played the game could easily defeat a veteran just by mashing on the controller and picking the right team. There are characters that are clearly more powerful than the rest of the roster, and while I really am not too concerned with balance in over-the-top fighting games like this, it will undoubtedly become an issue for serious players. But even so, every character is dangerous in their own way.
Speaking of imbalance, there is a mechanic that can turn the tides of battle in a quick second: the X‑Factor. On the other hand, the ability becomes a great defense when you are left with only one character on your team because it’s a great morale killer. But like I said, balance isn’t a big deal with this game, at least not for me. Just like the Super Smash Bros. games, the point of MvC3 is over-the-top, insane action featuring a roster teeming with variety. It’s fun testing out all the different combinations of characters to find which combination yields the most destructive results. And that is what keeps me coming back to MVC3. The different combinations of teams, attacks and the fun that can be had is endless.
Playing online certainly boosts the replay factor considerably, and it definitely helps that the online is mostly lag-free. I experienced some while playing over Xbox Live, but the overall experience was fantastic. The ranking system implemented in the game echoes Call of Duty, and even though ranking up in the game is meaningless, it’s still strangely addicting. The online component also ensures that you’ll always have someone to play with, even when your friends aren’t around. Unfortunately, MvC3’s online multiplayer isn’t set up well at all. Just finding a ranked match can be difficult. The second day of playing the game, it became nearly impossible for me to get into a match.
In the end, whether or not you’re a fan of Marvel or Capcom will influence whether or not you will pick the game up, but the more casual fighting fans should give this latest crossover from Capcom at least a rent.
2UP evaluation
By Lyndsey Beatty
I never thought we’d be seeing another entry in the Marvel vs. Capcom series. After 10 years, and plenty of denials on both sides, it’s been made, released and played in quite a few tournaments within the past year. Am I pleased with it? Yes, but with a few caveats.
I don’t want anyone to get the wrong idea: Yes, I love the game. It’s got a great look to it, and the visuals could only go up after 10 years and MvC2. There are a few bothersome things about the look that I don’t care for, such as the matchup screen and the comic book theme, but it’s nothing that would keep me from playing. I also have a problem with some of the character lineup choices. Really, did we need Hulk and She-Hulk? No, probably not. Wolverine and X‑23? Also probably not, but I do recognize that they have individual traits and aren’t necessarily the bane that was the Adamantium Wolverine/Bone Claw Wolverine of MvC2.
My only other gripe with the game is the netcode. Someone at Capcom should have been paying attention to the Street Fighter IV team. Getting online in that game is a smooth experience. Here? Not so much. It’s ridiculously hard to find a match and get started playing, and after it’s over? You go back to the match choice screen. It’s completely unnecessary and it’s a real hindrance to the overall play if you want to enjoy matchups against other people who aren’t your friends. Hopefully, this will be fixed in the already-announced Ultimate Marvel vs. Capcom 3.
Overall, though, it’s a solid entry in the crowded fighting game arena, one that I didn’t think I’d ever see or be able to sit down and enjoy. The package, for what it’s worth, more than sells itself and with downloadable content, it’s worth coming back to this well.
Marvel Origins did series proud with two best games
Editor’s note: This review originally appeared in Issue 21 (1Q2013). It has been edited for spelling, grammar and clarity.
There are those of us who love games and comic books, and then there’s those of us who love the Versus fighting game series. I’m firmly in the camp that loves the Versus series with passion. Some games more than others attack my heart, but I really appreciate the depth and intricacy that can be found in Marvel characters teaming up to fight alongside or against each other or Capcom characters. Out of all the series’ offerings, I seem to derive the most pleasure from Marvel vs. Capcom.
Of the various versions of the game out on the market, this newest version belongs in the premier echelon of treatment. It’s packaged with Marvel Super Heroes ― the second game in the series ― and gives some of the newer gamers the background necessary to fully understand what’s being dangled in front of them today with Ultimate Marvel vs. Capcom 3. True, there isn’t an excess of 56 characters or the gaudiness of X‑Factor as a draw, but the foundation and the buildup on that foundation are present through both games and that’s what matters when you want to learn where a franchise comes from.
If you’re a purist in terms of the structure of the game, this is a version that deserves a purist’s critical eye. The gameplay in both games is perfect. It’s as smooth an experience as putting in quarters at an arcade and playing to your heart’s content. Moves work the way they should, and combos can be pulled off very well. Gameplay quirks ― such as Marvel vs. Capcom’s frustrating difficulty in the arcade mode ― are still there, but that shouldn’t be a deterrent to the overall experience. And for me, it wasn’t. I picked it up and played Marvel vs. Capcom immediately as if it were the Dreamcast version, which is also an arcade-perfect port. Marvel Super Heroes is a sublime play experience as well for many of the same reasons.
Because these are arcade-perfect renditions of the games, the music and graphics are pretty much the same, too. There are a few options added for the view, and I must applaud the creation of the challenge sidebar that can be turned on or off for both games. It’s a neat way to keep abreast of progress in the games’ accomplishments, and the view doesn’t get in the way of the gameplay. Done in an arcade cabinet style, it’s easier to keep up with the action than if the game were in wide-screen format.
If you consider yourself a fighting game effector and you loved the Versus series, you’re probably going to love this. It’s especially poignant to be able to play the early entries in the series now that consoles and fighting games have moved on from this style of play. It’s easy to forget about the progenitors of a series when there’s fresh blood in town. Marvel vs. Capcom Origins somehow manages to bring back familiar gameplay while retelling its origin story to a newer generation.
Superheroes have super start in Marvel Super Heroes
Editor’s note: This review originally appeared in Issue 11 (3Q2010). It has been edited for spelling, grammar and clarity.
By Jamie Mosley, former associate editor Gaming Insurrection
By now, everyone reading this should know about Capcom’s 2D fighters. Capcom likes to keep certain standards for their famous fighting titles that carry over from one fighter to the next. There will be colorful supers, tight-yet-familiar controls and fast paced action. Marvel Super Heroes is no exception to this.
Following the still-popular X‑Men: Children of the Atom in art style and gameplay, Capcom has allowed opportunities to pummel your opponents to continue by launching them in the air for that superhero-type feel. Some of Marvel’s famous heroes and villains appear so you, the true believers, can give swift justice over your foes. Use Captain America, Spider-Man, Iron Man, Juggernaut and Magneto to fight your way to Thanos. While on your way, be sure to pick up and use the Infinity Gems you find. You may need them.
The controls and gameplay are what I consider classic for any 2D Street Fighter. The main difference in this game comes from Infinity Gems. Each gem has the potential to unlock special abilities for a hero. For example, if Magneto uses the Space Gem, he produces a force field and he will not take damage for a limited time. In each match, the AI opponent will have a gem with them. You must kick, punch or stare hard at them to take it.
Not all is perfect in this entry. The music in the game doesn’t stand out but the upbeat tempo of each stage helps you stay in the action. Also, the game may slow to a crawl depending on the gem effects if both characters are using them at the same time. Sometimes the game is so slow that a full second will go by before your character reacts to your button commands. But this slowdown is rare.
I still enjoy this game. Despite the game’s occasional problems, I remember my friend Ted King and I going to the local department store in my hometown and playing it for hours. Once it was released for home consoles, we played it even more. The zany combos that one can do are almost limitless. In some skilled player’s hands, they are limitless because of infinite combos that nearly every character had. That’s another standard that Capcom kept with their fighters.
Marvel Super Heroes paved the way for the famous Versus series of which Capcom is very proud. And they should be proud. With games like Marvel vs. Street Fighter, the Marvel vs. Capcom series and the Capcom vs. SNK entries, few other companies have been successful in creating a more popular series that millions enjoy to date. And now with the announcement of Marvel vs. Capcom 3, I’m going to play them all until it is released.
If you want a fighter that you can pick up and play with little knowledge about Street Fighter, Marvel Super Heroes is it. If you want to make creative combos, look no further. This is good, classic fun made for comic book fans around the world to enjoy.
2UP evaluation
By Lyndsey Beatty
The Versus series has come a long way since the heroes and villains of Marvel Super Heroes gathered in 1996 for this slugfest. The graphics may have evolved, and the Marvel license reverted several times, but one thing remains the same: Fighting with superheroes of the Marvel ilk is fun.
Marvel Super Heroes neatly upgraded the experience of X‑Men: Children of the Atom. With a more accessible combo system and better play feel, Marvel Super Heroes is almost a dream to play, even by modern standards. There are still problems, though, such as touch-of-death combos for everyone and a limited roster immediately made obsolete by successive games. But Marvel Super Heroes is still playable, and there’s still a scene in 2026, so Capcom got something right.
Miss Marvel: Apocalypse retread should be skipped
Extraneous. Superfluous. Unnecessary. Fighting game sequels should be doing something to move the needle, whether it be new systems or characters to break up the retread. Retro fighting games especially had to bring something new with every entry lest they be left behind in a market where consumer choice is king. Marvel vs. Street Fighter did absolutely nothing new and it shows in the modern fighting game scene.
Marvel vs. Street Fighter is the sibling of the Versus series that is the forgotten child. Using basically the same story as direct predecessor X‑Men vs. Street Fighter, MvSF introduces one mechanic (Variable Assist — calling your partner to assist) and swaps some characters. The boss, Apocalypse, is a retread from the previous game. That’s about it. It plays the same as X‑Men vs. Street Fighter and generally fairs less favorably by comparison because of the character swaps and the unnecessary inclusion of comedian Noritake Kinashi’s joke character Norimaro and Cyber Akuma.
And while it leans heavily on XvSF, the game doesn’t play nearly as well. It feels slower and more plodding, just a chore to do much of anything. Assists don’t really add anything to the gameplay flow and generally can get tagged as soon as they come out. And you can’t choose what move the assist does, something that didn’t come into play until Marvel vs. Capcom 2. That lack of advancement feels lazy. It feels like Capcom put out a game to check boxes and fulfill a contract. And it shows in the modern fighting game tournament scene where XvSF still enjoys a healthy engagement, but no one plays MvSF.
One area where it does do well is the sound department, though there are a few recycled tracks here, too. The soundtrack carries the game and has some bangers that work for the atmosphere of MvSF, but you’ve probably already heard them (Editor’s note: See this issue’s Beat.Trip.Game for our soundtrack choices).
If you’re playing Marvel vs. Street Fighter, know that you’re getting warmed over Versus series. It’s not terrible but it’s not the best that Capcom is capable of when it comes to the Versus series. Skip this one and jump straight from X‑Men vs. Street Fighter to Marvel vs. Capcom.
I have a polarizing relationship with Marvel vs. Capcom 2. While it’s revered as one of the greatest games of all time, and I spent a lot of time playing it, I don’t love it as much as I once did. There are reasons for my transactional love for the Capcom stalwart, and there are reasons why it’s taken this long for Gaming Insurrection to engage.
Marvel vs. Capcom 2 rounds up everyone who was present in the Versus universe, adds a few new faces and throws them together to create a mashup of epic proportions. Veterans such as Magneto, Dr. Doom, M. Bison, Ryu and Chun-Li join newcomers such as Ruby Heart, Cable and Amingo. The ragtag motley crew join forces to take on new villain Abyss, whose main goal is world domination through decay. The story is engaging enough to justify the colliding of the respective universes but not too deep to justify any sort of lore research.
The mashup, however, is what is most important. The melding of realms and reunion of the previous games’ roster brings together 56 characters to make three-character teams. The overpowered gods of previous outings return to set up shop in the upper echelon of the game’s tiers, and the joke characters and non-essentials also return for the ride.
All of this is wrapped up in a futuristic serious-looking bow, complete with a serious announcer that lacks comic book trappings. The backgrounds are modeled well and are an impressive leap from the previous hand-drawn entries. The soundtrack is also OK. I’m not one of the legions that apparently hated the soundtrack back in the day, and it’s fine now. The smooth jazz has always fit the action, and I never saw what the problem was with it. Jazz has always been a part of the Versus series experience, and it didn’t seem different this time around than any of the other games in the series. I’ve always felt the response to the soundtrack was overblown and silly. Focus on the more important things that are wrong with the game.
And here’s where I want to put that focus and explore why it’s the source of my ire and apathy with MvC2. For a game that touts 56 characters, in hindsight, only 10 are viable tournament options. Yes, tournaments have been played with the low tier characters, but historically, the major tournaments of the day have always featured teams that have the Marvel 2 gods involved. You’re going to see a Cable, Storm, Sentinel, Magneto or Iron Man in the top 3. You’re going to see the same assists anchoring those teams as well. That’s a problem. With that many characters available, the same handful of names should not be dominating. There should be variety. This has been a problem in the Marvel 2 tournament scene since the first six months post release when everyone figured out the initial tech and realized Tiger Knee Hyper Viper Beam and Fly/Un-fly combos were the way to victory. And, yes, I realize it’s been 25 years since the game was released, new tech still pops up that makes characters look better than they ever did, and ambassadors such as Justin Wong use different teams to highlight this disparity. But it was a massive problem back in the day and ruined the experience for me going forward.
Marvel vs. Capcom 2 gets nearly everything right: Evolved gameplay with assists, cleaner visuals and a gigantic roster with familiar faces and cool additions. However, that nearly is what breaks the game for me. I can’t reconcile my nostalgia for the game and the time spent traveling, meeting new people, the gift of Ruby Heart and loving the Versus series with the absolute foolishness that is the gameplay. This is the point of the Versus ride where I get off.
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.
Latest fighting collection is a modern Marvel
I might have gotten mad at Capcom with this release if they hadn’t included everything I needed for a modern Versus collection. As I am wont to do when there is a new Capcom cash grab, I take a hard, long look at the offerings and judge whether it’s worth my dollars or is skippable. With Marvel vs. Capcom Fighting Collection: Arcade Classics, that judging produced a winning run on my wallet quickly.
Let’s get straight to the point. The Marvel vs. Capcom collection, while great, is exactly like the other collections Capcom has released in the past four years. If you already bought the Capcom Classics Collections with the entire Vampire series and then Capcom vs. SNK 2 and Rival Schools, you already know what to expect with this. The package of games this time, however, is strictly Versus series titles. Everything from the start of the series is included — starting with X‑Men: Children of the Atom and ending with Marvel vs. Capcom 2. All versions featured are the arcade ports of the respective games with training modes and secrets unlocked from the beginning. So, no, you won’t have to play to unlock all characters in MvC2 or go through the roundabout unlocking process in MvC. That makes it easily accessible, which I need because I’m not about the unlocking life at this stage of the game.
The collection looks and plays like the other collections. There is a soundtrack mode and galleries with information and promotional artwork for each game along with leaderboards and online play for all games. Capcom didn’t rock the boat with the presentation and I guess figured, it worked for the other packages we’ve released so don’t be different. I’m not complaining because that’s exactly what I expect. I want familiarity so I can just jump right in when I’m ready. And as with the other packages, I love the button setup customization.
There isn’t too much that I don’t love about the collection. Going in and out the training mode is slightly tedious — as it is with the other collections — but it’s not a dealbreaker. The announcer for the overall collection is also a bit weird, but it, too, is not something holding the game back. These are admittedly nitpicking things about the game, and it doesn’t subtract from the overall package.
The Marvel vs. Capcom Fighting Collection is the quintessential collection of Versus games. It supersedes any other modern Marvel collection released in the past 15 years and is the best collection of the bunch so far that Capcom has released. The fact that it’s all early Marvel Versus games in a modern setting and readily accessible makes this worth an immediate purchase.
Mary Shelley’s Frankenstein (SNES) Bits Studios, 1994
A Creature this pitiful should have shuffled off the mortal coil
Mary Shelley, in her gilded coffin of prose and man and madness, must have rolled over in her grave when this abomination based on her greatest work was released. As if the ’90s didn’t have enough terrible movie-to-game ties, along shambles the vitriolic cash grab that is Mary Shelley’s Frankenstein.
The plot is tied directly to the 1994 movie directed by the inimitable Kenneth Branaugh and starring the legendary Robert De Niro. Victor Frankenstein, a medical student, brings his creation to life through science. The Creature, which is soundly rejected as an abomination by society, wanders the Earth attempting to find Victor and exact revenge. The original story is compelling. The video game version is not. As someone who read Frankenstein, Or the Modern Prometheus previously, I have exposure to the story and the characters. The game does nothing to tie the movie or the story to the game. You start the game as a being with no explanation of who you are or what you’re supposed to be doing. The struggle is immediately and painfully obvious once you’re dropped on the scene of a tired brown village. As I later learned, I start as the Creature, and I’m supposed to be fleeing the village. The villagers assume the Creature is a demon and are trying to kill him while he’s on the way to find and kill Victor. That’s the gist of the story, but I had to piece that together while watching other playthroughs. That was atrocious in 1994 and is still atrocious today.
Equally terrible are the gameplay and graphics, which go hand in hand. There is nothing redeeming about playing as the Creature. He animates terribly and plays just as terribly. He moves slowly through every motion and looks horrible while doing so. His shuffling gait starkly contrasts with his spry yet stale jumping, and his abilities to swing a weapon are subpar at best. Of special note, the platforming elements are absolutely garbage. Egregiously, there is no map to indicate previously visited areas or locations of interest. That’s necessary if you’re asking me to backtrack and solve hidden item puzzles in a large playfield. In an age where Super Metroid had been recently released, there is no excuse for this type of ludicrous oversight. Sure, this is a quick movie tie-in, but the least you can do as a developer is take notes from a master of the craft and at least halfway attempt to steal basic concepts such as a map.
And about the only redeeming factor is the music. The tracks are repetitive but they’re 1990s house music and gothic meanderings so it’s tolerable. But that can’t save the otherwise mediocre product that groaned out of Mary Shelley’s masterpiece novel. The obvious draw of Mary Shelley’s Frankenstein is, in fact, the Creature but you wouldn’t know it from the way this plays overall. There is nothing here, except for the soundtrack, that is worth bothering with and even then, that’s questionable. Much like De Niro’s choice to play the Creature, the biggest question of this whole travesty is why?
Retro House of the Dead sets up shop for franchise
Ah, the progress that has been made. The on rails shooters genre has made strides in the last 27 years. Modern controls — including light guns available for the home market — have made playing a lot more enjoyable. And that has made the House of the Dead series — and especially the original game — a tad bit more tolerable.
House of the Dead starts off as most zombie horror games of the day did: A megalomaniacal weirdo is messing with bioterrorism unnecessarily and has created a mess. And by mess, I mean mutated, transformed humans with a taste for flesh. That’s literally the plot of the game. There’s something about a fiancée that needs saving and stopping this blight from spreading to the rest of humanity, but that’s the basics. It’s serviceable and really doesn’t do much to affect the gameplay. You’re killing zombies, boss zombies and most likely the end boss guy who created the problem. Clean it up and go on in future sequels to take on an even larger threat in the bad guy’s boss because, of course, he has a boss.
Cleaning up the problem is the fun part here. The controls are your standard light gun shooter but they’re fine. Aiming and shooting wasn’t bad, though lining up my shot sometimes was not exactly sharp. There were a few times fighting some of the aerial bosses that the cursor just wasn’t keeping up so I took cheap hits. As an arcade old head, I know that’s the name of the game here: It’s designed to be a quarter-muncher. But by the time I get home, there should be a better understanding that this isn’t going to fly. Thankfully, cheat codes exist so it’s not a problem. But for arcade conditions sake, this really isn’t cool.
Because this is a 1998 product we’re talking about, I’m also not expecting the graphics to look like much. And they don’t, beyond these zombies looking OK. Keep in mind that these graphics didn’t really improve until well beyond the second game/Typing of the Dead, so you’re going to be seeing them for a long time. The music fares about the same, too. They are decent enough for the late ’90s, and they work well in the confines of House of the Dead.
House of the Dead has made many improvements in the nearly 30 years since the original game. It didn’t set the barn on fire then but it’s a nice rail shooter if you’re into zombie horror and like what the series has to offer. Personally, I’m more apt to play Typing of the Dead before House of the Dead, but that’s because I prefer to be a keyboard sharpshooter these days. House of the Dead’s reticle is set in the middle with the ability to go higher.