Hands-on with Capcom’s other big fighting game
Given the growth of Marvel into a colossus, it’s surprising to see a new MvC game. You can only imagine how much more complicated it is to secure the rights to this scrap for the ages, but here we are. This time it’s been reworked into a two-on-two format, as opposed to three-on-three battles. In doing so, there’s been some interesting changes.
The game now uses a four-button layout for strikes – light and heavy punches and kicks – plus a button to use an Infinity Stone and one to tag in your partner. Accessibility is one of the game’s main design pillars. Executive producer Peter ‘ComboFiend’ Rosas stated that the team “expects a lot of new players to show up, so however long they have they’ll be able to pick up a pad, see their favourite hero and have fun”. It is possible to mash light punch and your character will perform a basic combo, for example, while pushing heavy punch and kick will unleash a super move.
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Denne historien er fra July 2017-utgaven av PC Gamer.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
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A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
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GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
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THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios