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  • We know all too well about my history with Marvel Vs. Capcom. But I’ve never really

  • been that engaged with the Marvel side of the roster, aside from the general pop-culture

  • consciousness. If only there were a Capcom crossover game that pulled from my own wheelhouse,

  • one with... well, giant robots would be a good start. Now, what can we find with plenty

  • of giant robots... wait, what’s this seahorse doing here?

  • Behold, the massive stable of Tatsunoko Production, the folks behind Speed Racer, Gatchaman (AKA

  • Battle of the Planets), Tekkaman Blade, Generator Gawl, Genesis Climber Mospeada (AKA one-third

  • of Robotech), Yatterman, the list goes on. Point is, it’s colorful characters, along

  • with the occasional giant robot (‘sup, Gold Lightan), and they’d likely mesh well with

  • an equally absurd mix of Capcom characters. This isn’t some high-concept piece about

  • saving the world, or restoring peace to the universe. It’s about Casshern throwing down

  • with Frank West, justcuz. And that’s fine, so long as the mechanics are spot on.

  • Problem isn’t the mechanics, though. As far as modern two-on-two fighters go, it’s

  • pretty standard, and sound in its execution. The problem is its platform. Let’s face

  • it, the Wiimote isn’t suited at all to fighting games, save for maybe the two-button-centric

  • Smash Bros. As such, the Wiimote controls are dumbed down to the point of insult, with

  • one button and a waggle for super attacks, or waggle the other way and you win. I honestly

  • couldn’t stand it. Fortunately, you can plug in a nearby GameCube controller and have

  • a little more control over the action, though this device is still less-than-optimal. Your

  • best bet is to dust off your Wii Classic Controller, if youve got one lying around.

  • But once youve figured out how to make things work, the rest of the game goes fairly

  • swimmingly. This is my favorite kind of game: one that refuses to take itself seriously,

  • and which caters to a broad base. Your standard Chun Li and Ken the Eagle and the like certainly

  • take the forefront, but don’t forget that this was the premier outing for MVC3 combatants

  • Viewtiful Joe and Frank West. In addition, this game represents the acknowledgement of

  • three different Mega Man series in the same game, with Roll from the original canon, Zero

  • from the X series, and Legends-style MegaMan Volnutt. Broad appeal. It’s a good thing.

  • And the final boss? Let’s just say it’s a fast throw out of left field, with a whole

  • lot of kanji around for whatever reason.

  • Tatsunoko Vs. Capcom was never out to shake up the world like MVC3 did. Firstly, it’s

  • a Wii-exclusive release, putting it in the hands of a huge install base that excludes

  • the HD-preferring hardcore set. It focuses too much on balancing the playersabilities

  • rather than the characters, with its multitude of simpler and simpler control schemes. From

  • a technical aspect, it’s a stepping stone on the way to the ideas and concepts we appreciate

  • in the latest and greatest release. But, if youre going to be a stepping stone, why

  • not be as fun as possible? And it’s in that frame that this game shines. It’s not about

  • tournament domination, so much as it’s about just enjoying some classic characters from

  • the past 30 years of video games, and 40 years of anime.

We know all too well about my history with Marvel Vs. Capcom. But I’ve never really

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