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— CH. 1 · THREE BUTTONS AND THE WALL —

Marvel vs. Capcom 3: Fate of Two Worlds

~4 min read · Ch. 1 of 6
6 sections
  • Ryota Niitsuma stood before the development team in 2010 and declared that the complex four-button system of previous games would be gone. He pointed to Tatsunoko vs. Capcom as proof that a simpler approach could work. The new control scheme replaced light, medium, and heavy attack pairs with three undefined buttons for punches and kicks. This change aimed to knock down the wall of complicated controls that had kept casual players away from fighting games. Players could now string together attacks using just three buttons while still performing special moves through specific joystick movements. An exchange button allowed characters to launch opponents into the air or slam them to the ground during combos. Simple Mode offered single-button presses for special moves at the cost of limiting available options. The goal was to open up strategic fighting to all comers without sacrificing depth.

  • Capcom producer Ryota Niitsuma sat across the table from Marvel Comics representatives to discuss character designs. Marvel gave precise directions regarding how their heroes should look but left game balancing entirely to the Japanese developers. Comic book writer Frank Tieri received full use of the Marvel library to write dialogue quips and mid-match events between characters. Several unplayable figures like Ghost Rider and Daredevil appeared as cameos in campaign stages and Arcade Mode endings. Iron Man sported his Extremis Armor while Wolverine wore a costume designed by John Cassaday for Astonishing X-Men. The team originally planned to have English and Japanese voice actors for every character before Niitsuma decided against it. He stated that having the Marvel roster speaking Japanese did not mesh well with their established image. This collaborative process ensured each character felt true to their source material while functioning within the game mechanics.

  • The series had been on hiatus for nearly a decade due to legal issues that prevented Capcom from using Marvel characters. Development officially began in 2008 when Capcom reacquired the license after years of uncertainty. Ryota Niitsuma signed on as producer following his work on Tatsunoko vs. Capcom. The project was green-lit only after years and years of unrelenting fan demand reached a critical mass. Niitsuma built the game using the MT Framework engine seen in Resident Evil 5 and Lost Planet 2. The development team sought to create a title that would reach out to longtime fans while expanding the user base to those familiar with the characters but new to fighting games. Keiji Inafune, Capcom's global head of production, expressed interest in appealing to a worldwide audience. These ideas drove the decision to retool the entire fighting system which previous titles had criticized for being too complicated.

  • Capcom released the game on the 15th of February 2011, in North America followed by Japan and Europe days later. A special edition included a steelbook case and a twelve-page prologue comic written by Frank Tieri. Downloadable content featuring Jill Valentine and Shuma-Gorath became available through PlayStation Network and Xbox Live Marketplace starting the 1st of March 2011. Costume packs for Ryu, Thor, Dante, Iron Man, Chris Redfield, and Captain America arrived alongside Shadow Battle DLC. Apparel wholesalers Mad Engine and Philcos sold T-shirts and sweatshirts bearing promotional artwork in April 2011. Diamond Select Toys created Minimates based on various characters from the game. Hollywood Collectibles debuted collectible statue sets featuring Akuma, Dante, Deadpool, Doctor Doom, Ryu, and Wolverine. UDON Entertainment unveiled a 200-page artbook titled Marvel vs. Capcom: Official Complete Works in 2012 containing new commissioned pieces by comic book artists.

  • Critics gave the game aggregate scores of 85 out of 100 for the Xbox 360 version and 84 out of 100 for the PlayStation 3 version. GameSpot's Maxwell McGee praised how the simplified core combat mechanics worked harmoniously to drive action forward. Richard George of IGN stated that alterations to the control scheme helped mature the franchise by removing needless complexities. Neidel Crisan of 1UP.com complimented the uniqueness of character play styles and possible team combinations. Brian Leahy of G4 claimed almost every character seemed viable unlike previous titles where most were severely underpowered. The game reached number 2 in the United Kingdom PlayStation 3 sales chart behind Call of Duty: Black Ops. Capcom announced on the 30th of March 2011, that it had shipped more than 2 million copies within a month and a half of its debut. Critics criticized the lack of diversity in game modes and online features while praising the roster depth.

Common questions

Who developed Marvel vs. Capcom 3: Fate of Two Worlds and when did development begin?

Capcom developed the game with Ryota Niitsuma serving as producer after reacquiring the license in 2008. Development officially began in 2008 following nearly a decade of hiatus caused by legal issues.

What changes were made to the control scheme in Marvel vs. Capcom 3 compared to previous games?

Ryota Niitsuma replaced the complex four-button system with three undefined buttons for punches and kicks. This new scheme allows players to string together attacks using just three buttons while performing special moves through specific joystick movements.

When was Marvel vs. Capcom 3: Fate of Two Worlds released in North America?

Capcom released the game on the 15th of February 2011, in North America followed by Japan and Europe days later. Downloadable content featuring Jill Valentine and Shuma-Gorath became available starting the 1st of March 2011.

How many copies of Marvel vs. Capcom 3: Fate of Two Worlds were sold within the first month and a half?

Capcom announced on the 30th of March 2011 that it had shipped more than 2 million copies within a month and a half of its debut. The title reached number 2 in the United Kingdom PlayStation 3 sales chart behind Call of Duty: Black Ops.

Why did Ryota Niitsuma decide against having Japanese voice actors for all characters in Marvel vs. Capcom 3?

Niitsuma decided against using Japanese voice actors because he stated that having the Marvel roster speaking Japanese did not mesh well with their established image. This decision ensured each character felt true to their source material while functioning within the game mechanics.