![]() ![]() True to its namesake, the x-factor is your wild card in any match. It's a gamble, and one that keeps both sides of the beatdown engaged.ĭante's flashy moves are abruptly interrupted by Sentinel's giant boot to the gut.Īll of this would be enough, but then there's the x-factor. That is, unless your opponent inputs the same direction as you, in which case you're the one who's sent tumbling down. If you go with the latter, you can bounce your opponent in one of four directions, after which you switch characters and continue the combo. And once you're airborne, a few quick hits lead you to an important crossroads: either end the combo safely or press your luck. The addition of the new launcher button helps expedite this process. It's the fact that combat can just as easily take place vertically as it can horizontally. It's that slight pause at the start of a hyper combo-a breath just wide enough to fit a single expletive before the hammer falls-or the feeling of weight right as you launch someone into the air. There's a constant sense of progression as you endlessly experiment with new tricks and new combinations.įrom beat to beat and blow to blow, it's the little touches that sell the experience. Regardless, after each encounter you take away a little something to add to your repertoire-be it practice with your favorite go-to combo or knowledge that a new assist isn't all that great. When on the defense, a well-timed advancing guard can punish a nasty rushdown player, while a crossover counter can rescue a teammate under fire. You might unleash a fierce flurry of blows, summon another character to take a quick shot, or employ a snap back attack for a more favorable match-up. In either case, when it's time to strike, the number of tools you have in your arsenal is intoxicating. Other times you have to make your own luck. Movement keeps the battle flowing and changing as you duck in and out of your opponent's reach, each side frantically searching for that break in the other's defenses. Stopping only makes things easier for your opponent. There is safety in mobility when every character can clear the length of the arena in a single bound or pepper you with projectiles from a screen away. But even if you are slower, you never want to stop moving. This change feels natural in the game's large arenas and affords you the time to plan out your next move without having to rely on blindly overwhelming your opponent. Locomotion plays a large role in this, even if the characters are slower than before. But beneath all its style, the game's core combat mechanics have been simplified and work harmoniously to drive you, and the action, forward. You and your opponent each have a team of three characters to battle it out in one frantic, continuous round accented by dazzling finishing moves and triple-digit combos. Capcom 3: Fate of Two Worlds Video Review By clicking 'enter', you agree to GameSpot's ![]()
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