Tatsunoko vs. Capcom: Ultimate All-Starsis acrossoverfighting gamedeveloped byEightingand published byCapcom.The game features characters from both Capcom's video game franchises and variousanimeseries produced byTatsunoko Production.It was originally released in Japan forarcadesand theWiivideo game console in December 2008 asTatsunoko vs. Capcom: Cross Generation of Heroes(タツノコ VS. CAPCOM CROSS GENERATION OF HEROES).Following high demand from international fans, Capcom worked with Tatsunoko to resolve international licensing issues and a second version,Ultimate All-Stars,was released for the Wii in North America, Japan, and Europe in January 2010, featuring additional characters and online multiplayer.
Tatsunoko vs. Capcom: Ultimate All-Stars | |
---|---|
Developer(s) | Eighting |
Publisher(s) | Capcom |
Director(s) | Hidetoshi Ishizawa Shinji Ueda |
Producer(s) | Ryota Niitsuma |
Series | Vs. |
Platform(s) | Arcade,Wii |
Release | |
Genre(s) | Fighting |
Mode(s) | Single-player,multiplayer |
Arcade system | Proprietary Wii-based arcade board |
InTatsunoko vs. Capcom,players engage in combat with a team of two characters or with a single giant character and attempt to knock out their opponents. It is the seventh Capcom-designed installment in theirVs.fighting game series, which includes theMarvel vs. CapcomandCapcom vs. SNKseries, and the first to be fully rendered in 3D graphics. The game is set in a2.5Denvironment; characters fight in a two-dimensional arena, but character models and backgrounds arerenderedinthree-dimensional graphics.The game is designed around a simplified three-button attack system, which was inspired by the simplistic control schemes commonly used by both theVs.series and the Wii.
The game received generally positive reviews from critics, who praised its approachable gameplay for newcomers and depth for veteran players. However, reviewers had mixed experiences with its online component, and found Arcade mode lacking inreplay value.According to the game's producer, Ryota Niitsuma, development difficulties and a lack of Wii fighting games were the reasons for its platform exclusivity; however, multiple critics questioned if that was the best choice. Capcom announced in April 2010 that the game was a commercial success.
Gameplay
editTatsunoko vs. Capcomis atag team-basedfighting gamein which players control characters with different attacks and fighting styles, and engage in combat to deplete their opponent'slife gauge.[2][3]The gameplay is set in a 2.5D environment where the characters are rendered inthree-dimensional graphics,but their movements are restricted to a two dimensional plane; they may only move left and right, and upward through the air.[3]Each player may select a team of two characters and can switch between them during combat. Alternatively, players may select one of two "giant" characters, who cannot be played as part of a team.[4]When characters switch, the incoming one performs a special attack upon entry, and the previous one can regenerate health.[5]Characters not in play may be used to assist, and to perform powerful team moves.[2][6]A match ends when a team has no characters left, or when the timer reaches zero—in which case, the team with the most remaining life wins.[1]
The arcade release ofCross Generation of Heroeshas a control scheme consisting of ajoystickand four buttons.[3]Wii versions ofTatsunoko vs. Capcomhave five control options: theClassic Controller,Nintendo GameCube controller,third-partyarcade sticks,and two simplified control schemes—intended for inexperienced players—for theWii Remote.[2][7]Players use controller inputs to perform attacks; the most basic attacks are executed by pressing one of three attack buttons: light, medium, or strong. Players may augment basic attacks with joystick or control paddirectional inputs;for example, a standard strong attack can become asweepwhen the down input is added.[4][8]Basic attacks can be strung together to performcombos.[4]
Each character has unique "universal techniques" —special attacks that are more powerful than normal moves—that require complex control inputs.[8][9][10]Similar inputs are used to perform even stronger versions of special moves called Hyper Combos and Team Hyper Combos; these deal damage relative to the size of the player's Hyper Combo gauge,[1]which increases when the character inflicts or receives damage.[8][11]Certain universal techniques are usable by all characters; for example, each character possesses one that launches opponents upward, rendering them vulnerable to an "air combo".[12]Other common universal techniques include the "Baroque Combo", which sacrifices the regenerable portion of a character's life gauge, but allows players to extend combos and deal more damage;[13]and the "Mega Crash", which creates a temporary barrier around the character to knock back opponents, but partially drains their Hyper Combo and life gauges.[11]
Modes
editCross Generation of Heroes,the 2008 Wii version ofTatsunoko vs. Capcom,has an Arcadegame mode:the player fights againstartificial intelligence(AI)-controlled opponents to reach the finalBoss character,Yami fromŌkami.Time attackand Survival modes are also available, and require the player to defeat every character in the game. While Survival limits health regeneration, Time attack challenges players to win in the shortest time possible. Other modes include Vs. Mode, in which two players engage in combat, and Original Games, which sees up to four players competing in character-specific minigames. Using money obtained throughout the game, the player may purchaseunlockable characters,alternate character costumes, minigames, character profiles, movies,illustrations,and background music. Once purchased, the latter four are viewable in a gallery.[14][15]The arcade release ofCross Generation of Heroesomits the game modes, and instead features a character selection screen from which a player may compete against either AI opponents or a second player.[16]
Ultimate All-Starshas largely the same features as the Wii version ofCross Generation of Heroes,with the exception of Original Games; instead, it features atop-down shooterminigame set in theLost Planetworld called "Ultimate All-Shooters".[17]Unique toUltimate All-StarsisNintendo Wi-Fi Connectionsupport for Vs. Mode competition over the Internet.[7]Online multiplayer matches may be played either with registered friends or opponents, or randomly selected participants. Players can choose from randomly selected opponents to be of a rank similar to their own. Rank is decided by battle points, which fluctuate when a ranked match is won or lost. Once a match is completed, players can add a consenting opponent to a Rival Roster for future matches.[18]
Playable characters
editUltimate All-Starscontains 26 playable characters from Capcom video game franchises likeStreet Fighter,Mega Man,andViewtiful Joeand Tatsunoko Production anime franchises such asScience Ninja Team Gatchaman,Yatterman,andCasshan.[9]The original arcade version ofCross Generation of Heroesfeatures 18 characters, which was increased to 22 for its Wii release; one character from this version does not appear inUltimate All-Stars.The rosters of bothUltimate All-StarsandCross Generation of Heroesare evenly divided between Tatsunoko and Capcom characters. The game's two largest and most powerful characters, Tatsunoko'sGold Lightanand Capcom's PTX-40A, cannot have partners; by extension, they cannot perform universal techniques that require a partner. Non-playable characters, derived from Capcom and Tatsunoko intellectual properties, make cameo appearances during certain attacks; for example, Casshan is assisted by his robotic dog, Friender, while Doronjo is accompanied by her lackeys Boyacky and Tonzura.[2]
Tatsunoko characters
edit- Casshan (Casshan)
- Doronjo (Yatterman)
- Gold Lightan (Golden Warrior Gold Lightan)
- Hakushon Daimaō (The Genie Family)[a][b]
- Ippatsuman (Gyakuten! Ippatsuman)[a]
- Joe the Condor (Science Ninja Team Gatchaman)[c]
- Jun the Swan (Science Ninja Team Gatchaman)
- Karas (Karas)
- Ken the Eagle (Science Ninja Team Gatchaman)
- Polimar (Hurricane Polimar)
- Tekkaman (Tekkaman: The Space Knight)
- Tekkaman Blade (Tekkaman Blade)[c]
- Yatterman-1 (Yatterman)
- Yatterman-2 (Yatterman)[c]
Capcom characters
edit- Alex(Street Fighter)
- Batsu Ichimonji(Rival Schools)
- Chun-Li(Street Fighter)
- Frank West(Dead Rising)[c]
- Kaijin no Soki (Onimusha: Dawn of Dreams)
- Mega Man Volnutt(Mega Man)
- Morrigan Aensland(Darkstalkers)
- PTX-40A(Lost Planet)
- Roll(Mega Man)
- Ryu(Street Fighter)
- Saki Omokane (Quiz Nanairo Dreams)[a]
- Viewtiful Joe (Viewtiful Joe)[a]
- Zero(Mega Man)[c]
- Notes
Development
editTatsunoko vs. Capcomwas conceived when Tatsunoko Production asked Capcom to develop a game with Tatsunoko characters.[20]In-company discussions at Capcom about it started in mid-2006;[19]Capcom producer Ryota Niitsuma was interested in producing a fighting game, and agreed with other Capcom employees that Tatsunoko's characters would be better suited for aVs.game than aStreet Fightergame.[20]The resulting project was the seventh Capcom-designed entry in theVs.series and the first in over seven years.[3][21]In the 2000s decade, fighting games were less popular and plentiful than in the mid-1990s, with multiplayer competition shifting towards other genres.[22][23]
The research and development team started work in parallel withStreet Fighter IV."Capcom [hoped to] bring back the fighting genre into the mainstream market [...] with a serious fighting game for very hardcore fans, and another with a slightly lowered barrier to entry," Niitsuma said.[24]Eighting,Capcom's hired developer, took on the job in early 2007.[19][25]Tatsunoko vs. Capcom's design was a departure from the complex attack systems of theStreet Fighterseries, and of certainVs.titles. The game is built around a simplified three-button attack system (light, medium, and strong); it was inspired by the control systems commonly used by both theVs.series and the Wii, which allows intricate moves to be performed with basic control inputs.[2]
On May 22, 2008, Capcom announced the game, titledTatsunoko vs. Capcom: Cross Generation of Heroes,for release in Japanese arcades.[26]The arcade cabinets'system boardwasproprietary hardwarebased on the Wii.[16][27]Beta units were sent to test locations inTokyo(July 10–13) andOsaka(July 25–27).[28]By September, the game was 70% complete, and a Wii version was announced for Japanese release.[29]Capcom gradually revealed the game's cast until release.[30][31]It was released in Japan on the Wii on December 11, 2008, and an arcade version followed in mid-December 2008.[32]
When choosing candidates for the Tatsunoko and Capcom character rosters, the development team was free to nominate any character it wished.[33]However, the team faced limitations on its Tatsunoko candidates; Niitsuma explained, "[We] had to consider licensing issues. Once we had that list we had to figure out how to make a balanced fighting game. On top of that we wanted a good balance between male and female characters." Selection emphasis was placed on main characters, rather than on villains. Certain characters were denied by Tatsunoko Production without explanation to Capcom. "We weren't privy to a lot of their decision making process. They didn't share a lot of reasons with us. When they said no and we asked why, they wouldn't tell us, but would give us another suggestion," Niitsuma said. They disallowed characters fromGenesis Climber MOSPEADAorSamurai Pizza Cats,despite the high number of fan requests for the latter.[34]The eponymous characters of Tatsunoko'sMuteking, The Dashing WarriorandNurse Witch Komugiwere among those planned for inclusion, but were eventually scrapped.[35]The finalized Tatsunoko cast consists of characters that the team enjoyed in their youth.[33]The development team hoped to includePhoenix WrightandFranziska von Karmafrom Capcom'sAce Attorneyseries, but, while the latter's use of a whip made her easy to incorporate, the team struggled to find appropriate attacks for Phoenix.[36]Since Phoenix doesn't move from the waist down in his original game environment, the team considered adding tires to his desk and having the entirety move as a single character. However, this was abandoned due to potential collision issues.[19]Though they envisioned an attack that used his catch-phrase "Objection!(Dị nghị あり!,Igiari!)",with the letters themselves used to attack the opponent, they found that localization would have changed the Japanese four-character phrase (inkanji) to a ten-letter word in English, unbalancing the game.[36]According to Niitsuma, during an interview with Siliconera, the inclusion of the race car driver and title character fromSpeed Racerwas discussed but could not be incorporated as he lacked a viable moveset and the vehicle itself wasn't feasible.[37]ArthurfromGhosts 'n Goblins,andIngridfromCapcom Fighting Evolutionwere also scrapped.[19][35]
The game is the first Capcom-designedVs.installment to be rendered fully in 3D.[2]Tatsunoko vs. Capcomand its graphical characteristics were optimized for the Wii, which prevents the game from beingportedto other consoles without completely re-building the game.[38]Niitsuma explained that its Wii exclusivity was also due to a lack of Capcom fighting games for the console, and because the Wii's casual quality matches theVs.series trait of accessibility.[34][39]The producer suggested that porting a sequel would be easier, but that Capcom would gauge the reception of the Wii game before making such plans.[38]Capcom USA's Corporate Officer/Senior Vice-President Christian Svensson revealed in early November 2012 that Capcom's rights with Tatsunoko have lapsed thus disallowing Capcom to sellTatsunoko vs. Capcomphysically or digitally.[40]
Localization
editOn May 6, 2009, Capcom listed two "mystery games" as part of theirElectronic Entertainment Expo 2009(E3 2009) lineup.[41]Nintendo Powermagazine revealed "Capcom Mystery Game #1" to be the North American localization ofTatsunoko vs. Capcom: Cross Generation of Heroes,with the new subtitle "Ultimate All-Stars".It was playable at the company's E3 booth.[42]European and Australian releases were announced on later dates.[43]The game was originally unintended for release outside Japan, but waslocalizedby Capcom due to positive fan reception. Tatsunoko Production assisted Capcom with its character licensing issues; while Tatsunoko Production holds such rights in Japan, they are licensed to companies such asTime Warnerin other countries.[33]Niitsuma said that acquiring character licenses was difficult, as it was largely done one at a time, and characters cleared in North America had to be checked separately in Europe.[44]Another issue was the possibility that Eighting would be occupied with other projects.[25]Time constraints led Niitsuma to replace the character-specific minigames ofCross Generation of Heroeswith "Ultimate All-Shooters", an expansion of PTX-40A's minigame.[19]Artwork byUDONreplaced the animated character-specific endings.[45][46]
A Capcom press release in June 2009 stated that the North American release would have more mini-games, an "enhanced" story mode, and support for online play. The roster would be expanded by five characters, but would lose one unnamed Tatsunoko character.[47]However, Capcom later revised this press release, as it was incorrect,[48]with the statement that they were "looking into adding new features to the game, including possible additions of several new characters from both Capcom and Tatsunoko and [...] exploring the option of online gameplay."[49]
On September 9, 2009, Capcom announced the Japanese release ofUltimate All-Stars.Starting on that day, the company periodically revealed the game's new characters; however, the full cast was leaked through JavaScript code on the game's official Japanese site.[50][51]With the exception ofHakushon Daimaō,who was removed due to unspecified licensing issues, every playable character from the original Wii release was included.[19]Hakushon Daimaō was also removed inUltimate All-Stars'Japanese release, due to both his unpopularity with players, and the game's status as a localization of the North American version.[52]The new characters encompassedFrank WestfromDead Rising,ZerofromMega Man X,Yatterman-2 fromYatterman,Joe the Condor fromGatchaman,and the title character fromTekkaman Blade.[17][53]Shinji Ueda served as a director along with Hidetoshi Ishizawa.[54]Ishizawa admitted that, just asCross Generation of Heroeswas not initially planned to be released internationally, neither wasUltimate All-Starsplanned to be released in Japan. However, fan appeals and theresearch and developmentteam's own hopes resulted in the game's Japanese localization.[55]
Launch
editAn official launch event forTatsunoko vs. Capcom: Ultimate All Starswas held at theNintendo World Storein theRockefeller Centeron January 23, 2010, featuring autograph signings by Niitsuma, giveaways, competitions, and playable demo kiosks. Hundreds of fans were expected to attend between 11 pm and 3 pm.[56]The game was released in North America on January 26,[57]in Japan on January 28,[19]and in Europe on January 29.[58]Capcom's Community Manager Seth Killian expressed satisfaction with the North American sales ofUltimate All-Stars."[Tatsunoko Vs Capcom] certainly beat the initial expectations. It didn't set any land speed records, but it was a success, "Killian stated." And that's really saying something considering that we're talking about a game that was not only never coming out, but has a title that most people can't even pronounce. "[59]In Japan,Ultimate All-Starssold 18,913 units as of January 2, 2011,[60]and, as of December 27, 2009,Cross Generation of Heroeshas sold 62,805 units.[61]
Certain versions ofTatsunoko vs. Capcom: Ultimate All-Starsare bundled with aMad Catzarcade stick, whose artwork was produced by Japanese artistShinkiro.[62]Pre-orders fromGameStopincluded eight of thirteenlenticulartrading cards.[63]As a buying incentive, Capcom's Japanese online store offered aSecret Filecompilation book of concept art, illustrations and design notes; it is the twenty-seventh volume of theSecret Fileseries, which was originally published between 1996 and 1999 as a supplement to Capcom games of the time.[64]The store also included an audio CD with four vocal tracks from the game:[65]the opening song fromCross Generation of Heroes,"Across the Border", sung byAsami Abe;[66]Ultimate All-Stars'English re-recording of this song, sung by Anna Gholston, with rap by James C. Wilson; and the Japanese and English versions of Roll's theme song[65]composed byYoshinori Ono.[54]
Reception
editUltimate All-Stars(Wii)
Aggregator | Score |
---|---|
GameRankings | 85.99%[67] |
Metacritic | 85/100[68] |
Publication | Score |
---|---|
Edge | 7/10[69] |
Eurogamer | 8/10[53] |
GameSpot | 8.5/10[4] |
GameSpy | [70] |
GameTrailers | 9.0/10[71] |
IGN | 9/10[17] |
Nintendo Power | 9/10[68] |
X-Play | [72] |
Famitsu's four reviewers each gaveTatsunoko vs. Capcom: Cross Generation of Heroesa score of 8/10. They believed that its variety of characters and its fighting system were strong points, but found its gameplay to be slightly flat, as skilled players are obligated to use Baroque Combos repeatedly.[73]Licensing and resource issues madeGameSpot's Ricardo Torres,IGN's John Tanaka,GamesRadarand other critics doubtful that the game would see an international release.[14][33][74]Describing the game's cast of licensed characters,Adam SesslerofX-Playstated that "clearing the American rights to show them all in one game would be a logistical nightmare."[75]He also pointed out the largely unknown cast to non-Japanese audiences—a notion IGN's Mark Bozon agreed with.[48][75]WhenUltimate All-Starsdebuted at E3 2009, it garnered numerousgenre-specific awards,[76]and won theGame Critics Awardfor "Best Fighting Game".[77]
Tatsunoko vs. Capcom: Ultimate All-Starsreceived positive reviews, with an average score of 85% on review aggregate sitesMetacriticandGameRankings.[67][68]Critics praised its balance between accessibility and depth;[78][79]Adam Sessler called it the perfect game for the Wii's demographic, and remarked that it allows "grandmas, kiddies and junkies" to perform intricate combos, while including deeper gameplay mechanics for the "more refined palate".[72]Contrasting the game with previousVs.titles,GameSpotreviewer Randolph Ramsay stated that its use of fewer buttons "may seem less complex [...], but this simplicity belies the depth of each character's move set."[4]Eurogamer's Matt Edwards believed that, compared to the separate buttons for punches and kicks inMarvel vs. Capcom 2: New Age of Heroes,Tatsunoko vs. Capcom's streamlined approach was moderately easy to learn. Edwards claimed that the game is a "slightly slower and more user-friendlyMarvel,without losing the ability to pull-off crazy 50+ hit combos. "[53]
Reviewers lauded the variety ofTatsunoko vs. Capcom's graphical presentation and character playstyles. Ben Kuchera ofArs Technicawrote that its over-the-top attacks can be "huge, colorful, screen-filling blasts of light and movement," and that combos "flash across the screen, claiming you landed billions of points of damage."[80]Adam Sessler and1UP's Richard Li found that each character played in a vastly different way; Li explained that there are characters who take advantage of sheer speed and long range moves, others who use momentum to apply pressure to opponents and those who rely on a single opportune moment to deal vast amounts of damage.[39][72]Heidi Kemps ofGameProcontrasted the game withMarvel vs. Capcom 2,and noted that "every combatant inTatsunokofeels carefully designed to be unique, intriguing, and most importantly, worth investing time into mastering. "[81]Bozon, Edwards, and VideoGamer 's Wesley Yin-Poole believed that the characters were well-animated, and chained attacks together seamlessly.[17][53][82]
Li criticized Capcom for not providing an easy alternative to unlock characters since the multiple Arcade mode playthroughs needed to unlock them could be frustrating.[39]Nintendo World Report's Neal Ronaghan mentioned it can get tedious,[83]and echoing Li's sentiment, Ryan Scott ofGameSpycomplained that "arcade mode needs to be left to die," as multiplayer is the primary reason for playing fighting games.[70]Both Scott and Ramsay thought many of the other unlockables obtainable through Arcade mode didn't offer sufficient value.[4][70]Reviewers had mixed experiences with its online component;GameDaily's Robert Workman reported that it ran fluidly, but Scott said that the gamelaggedoften enough to be unplayable.[70][84]Edwards thought "the netcode hasn't shown itself to be particularly sturdy," but the situation may improve as the number of local players increase.[53]Both Bozon andGameTrailerssaid that performance depends on each player's connection; the latter explained that lag is more likely to occur when playing against a distant opponent.[17][71]
The game's soundtrack was lauded,[17]with Robert Workman ofGameDailyhighlighting its "fantastic mix of strong techno tunes and dramatic battle themes."[84]Ramsay cited its "convincing battle effects" and "catchy music"; he believed that the latter complemented the game's dynamic nature and presentation.[4]Bozon andOfficial Nintendo Magazine's Chris Scullion expressed annoyance with the voice work of the top-down shooter minigame.[17][85]Bozon explained that three of the four playable characters yell every time they fire.[17]
Critics speculated on the commercial risk of localizingTatsunoko vs. Capcomfor the Wii.[39][81][82]Kemps considered it a risky undertaking for Capcom, as the console isn't renowned for fighting titles, and as the game abandons the three-on-three matches of theMarveltitles—which popularized theVs.series—in favor of the two-on-two formula used in the older, more obscureVs.games.[81]Kemps and Bozon pointed out that the game's Tatsunoko characters are largely unknown to non-Japanese audiences; this caused Bozon to liken the game to adark horse,as he considered it to be one of the Wii's best titles.[17][81]Li reported that "Many wondered why Capcom chose Nintendo's Wii as the exclusive platform [...], a multiplatform release would reach a broader audience, critics argued."[39]The game's quality led Yin-Poole to question whether it would stay exclusive to the Wii; he speculated, "PerhapsTvCis a test, then. If it sells even remotely well, maybe we'll see a sequel on Microsoft and Sony's consoles. Or maybe, fingers crossed, it'll add further weight to the case for [Marvel vs. Capcom 3]. "[82]
See also
edit- Tatsunoko Fight,a 2000 fighting video game featuring characters from various Tatsunoko properties[86]
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edit- "Official website".Archived fromthe originalon 16 December 2016.Retrieved15 September2009.
- "Tatsunoko vs. Capcom".Capcom-Unity.Archived fromthe originalon 12 November 2017.Retrieved31 October2021.
- Tatsunoko vs. Capcomat Nintendo (US site) (UK site)