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  • Modern fighting games aren't usually that welcoming for newcomers, with most being filled

  • with strange characters, intricate mechanics, and esoteric terms like advancing guard or

  • crossover air raid.

  • TAG!!!!

  • Tatsunoko vs. Capcom: Ultimate All-Stars is as complex as the best of them, but it's also

  • without a doubt one of the easiest in the genre to jump into, thanks to control schemes

  • that cater to everyone from brawling neophytes to air combo aficionados. There are some character

  • balance issues and onlines more finicky than it should be, but if you're a Wii owner and

  • you've been itching for a fight, then Tatsunoko vs. Capcom is a great sparring partner no

  • matter what your starting skill level.

  • TAG!!!!

  • Tatsunoko is far more fast-paced than something like Street Fighter IV and is more akin to

  • Capcom's classic vs. title, Marvel vs. Capcom 2. This fighter lets you choose two playable

  • characters, and you'll be able to switch between them at almost any time during a match.

  • The basic control scheme in Tatsunoko has been simplified from previous vs. titles to

  • now feature only four buttons: three for attacks and one dedicated for calling in your partner

  • to assist. The game may seem less complex because it uses fewer buttons, but there's

  • still depth to each character's move set that belies the simplified controls. Combining

  • D pad/stick direction with button presses changes the nature of an attack, and the same

  • applies to special moves; the attack button you use determines the direction or effect

  • of an attack or, in some cases, changes a move entirely. There's plenty of intricacy

  • to be found in Tatsunoko, and it will take some serious play time with the game's rock-solid

  • mechanics to get the nuances of each character down pat.

  • Whatever character you choose, offence is the key, and the game lets you--skill permitting--notch

  • ground and air hit combos well into the double digits. You can add even more destruction

  • thanks to the ability to string together hyper combos, release two at once, or even unleash

  • ultrapowerful hypers that can take serious chunks out of any health bar. A lot of the

  • fun in Tatsunoko comes from finding and experimenting with new combos, a joy that's topped only

  • by the satisfaction you feel when you successfully carry out a devastating multihit attack on

  • your opponents. Your defensive options are similarly varied. Pressing the three attack

  • buttons at once while blocking pushes an opponent back, while pressing all four buttons will

  • perform a mega crash which will disrupt opponents mid-combo and throw them across the screen.

  • You can also sacrifice any red health you have--the portion of a character's lost health

  • that would normally recover over time when he's not in battle--for a momentary boost

  • in power. Called a baroque combo, this can be used to extend combos and can be particularly

  • devastating in expert hands because of the increase in damage temporarily bestowed.

  • This might all sound rather complex, but the game's different control schemes do an outstanding

  • job of making it accessible to everyone. Experienced players will naturally gravitate to using

  • a Classic Controller or GameCube controller. The game also has two simpler setups: one

  • using the Wii Remote solely and the other using the Wii Remote and Nunchuk. Both of

  • these condense the controls even further, assigning one button for all attacks and one

  • button for all special moves. It sounds limiting, and for those serious about their fighting

  • games, it is. But these simple control schemes are surprisingly robust, allowing you to pull

  • off hypers, most special moves, and some basic combos. The simplified control schemes make

  • playing a rewarding experience for novices, allowing them to become instantly competitive

  • against more practiced players.

  • While its user-friendly controls should prove appealing for the majority, Tatsunoko's 26-strong

  • roster is less of a draw card, at least initially. Both sides have some pretty big names on the

  • list, such as Ryu, Chun Li, Morrigan, some Gatchaman heroes, and Casshan. But while the

  • rest is made up of Capcom stars who mainly haven't appeared in anything recently or anime

  • characters little known outside of Japan, each of the pugilists plays uniquely. While

  • this makes the transfer of learned skills from one character to another difficult, it

  • does make for a varied fighting game with plenty of depth and replayability.

  • There are also two playable "giant" characters on the roster, and due to their sheer screen-filling

  • bulk, they appear solo only and never as part of a team. While they're slow, each of these

  • behemoths deals serious damage even with basic attacks, although as single fighters they

  • do have the disadvantage of not being able to recover any health. Despite this handicap,

  • the giants can throw off the balance of the game. Experienced players will have no trouble

  • getting past them, but inexperienced to average gamers may find them tough hurdles to overcome,

  • even if they're being controlled by only moderately skilled human opponents.

  • If you don't have a human opponent to challenge, then Tatsunoko vs. Capcom comes with four

  • standard single-player modes: Arcade, Survival, Time Attack, and Training. There are also

  • two minigames: one is an extremely simple collect-all-the-letters activity during the

  • end credits, and the other is a more fully featured four-player shoot-'em-up that can

  • be unlocked only after a certain condition is fulfilled. The rest of the game's offline

  • component is pretty bare-bones, which is a pity given some of the comprehensive extras

  • other recent games in the genre have come up with.

  • There is online play in Tatsunoko, and it works quite smoothly. Both ranked and unranked

  • matches are available, with wins in ranked matches earning you points and title promotions.

  • Strong connections will result in practically seamless matches, and even games with opponents

  • from the other side of the globe can run hassle-free. Most of the hassle in online comes from the

  • bare-bones matchmaking process and the convoluted method of adding to your friends list. Apart

  • from being able to filter for local or global matches, there's no option to see the available

  • games when you're trying to find a game online; you're automatically paired up, so those finicky

  • about playing against only opponents with good connections will have to try their luck.

  • To add a friend, you both need to exchange a unique 12-digit code found within Tatsunoko

  • vs. Capcom. This process, of course, has more to do with how the Wii handles its online

  • side and is not the fault of the game, but it's annoying nonetheless.

  • Tatsunoko vs. Capcom is easily one of the most impressive-looking games to grace the

  • Wii to date. All of the characters are animated beautifully, and while stage backgrounds are

  • a little plain, all of the various specials and hypers are presented with vibrant colours

  • and particle-laden effects. Tatsunoko is a dynamic and pretty game to watch, and this

  • is matched by great audio ranging from convincing battle effects to catchy music.

  • That Tatsunoko vs. Capcom is even getting a Western release is a major positive, considering

  • the relative obscurity of some of the characters on offer. While the characters may not be

  • popular, the game itself deserves to be. While some balance issues and its lack of online

  • options hold it back, Tatsunoko vs. Capcom: Ultimate All-Stars is still not only one of

  • the best fighting games on the Wii, but also one of the best available on any current-gen

  • system.

Modern fighting games aren't usually that welcoming for newcomers, with most being filled

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