Showing posts with label DLC. Show all posts
Showing posts with label DLC. Show all posts

Monday, June 18, 2012

VGR Duke Nukem Forever


If someone took forever to make a cookie - the perfect cookie - no matter the ingredients or the intentions behind, it would taste disgusting. The eggs would turn out rotten, the sugar out-of-date, the chocolate spoilt. Made from expired products chances are it wouldn't be as good as it could if it was simply done on the moment.

Duke Nukem Forever is the longest rumored vaporware to have actually been released. It has been on development for the past 15 years, sometimes in and out of development hell.

But like a strange messiah, it finally arrived in store about a year ago. Now, I'm finally ready to review it.

Don't miss out my previous Duke Nukem-related reviews!
 
VGR: Duke Nukem Forever
From 3D Realms/Triptych Games/Piranha Games/Gearbox Software
Played on Xbox 360
Also available on PC, PS3 & Mac

Type FPS
Year 1996-2011

This is it!
It took various convulsed turns during production, but it finally became real!


It took about 15 of making of this game, various game engine changes, various co-developers and several publishers to finally make it true.

Duke Nukem Forever took, well, forever to materialize.
Like a bad joke turned truth, 3D Realms were simply too small a studio to handle this dantesque project. After all they came from the "indie scene" of PC sharewares of the early 90s.
And with expectations growing up year after year since the huge success of the original Duke Nukem 3D...
3D Realms wanted to have the best looking game ever. But year after year another more impressive new franchise kept rising. First Half-Life, then Halo, etc.
They even presented various builds of the game over the year, one pretty impressive in 1999 and another one at an E3 convention in 2001. 


Finally around 2010, struggling with financial problems, they were forced to shut down, sell out the Duke and close store. The IP was left with 2K Games, and the impossible task to finish this project and the copyrights to the character with Gearbox.

Without further ado, let's not delve into all that here, and check out the game itself right away...

What? Did you think I was gone forever? (

So, the Duke is back!
Thing start on the possible not with what is probably without a doubt one of my favorite beginning of a game in a long while.

The Duke is seen facing down the Cycloid Emperor, the final boss of the "original" DN3D...only to be revealed to be actually him playing this reimagined ending in a video game (in the game itself) of his past successes.
The Duke is actually at home, with these Holsen Twins girls (yeah...). Where it seems he's been hanging out this past decade.

From here on, it only goes downhill.

Duke Nukem is now a huge interplanetary star, everybody loves him. Men want to be him (and do him!) and women want to do him (and vice-versa I guess?).
Our super-macho over-the-top parody of an action hero is, well, still a parody. And a bit more so than ever.
Duke cracks jokes and one-liners like a gatling gun on fire.

But all is not great and sunny on this side of Las Vegas...

I'm from Las Vegas, and I say: kill 'em all!

Simply put, the aliens are back! Again!
What is it this time, like the gazillionth time? Where do all these guys keep coming from?!

Guys get turned into pigs. Girls are captured to bred more aliens. (yuck and - remember, this is a satire/parody, started in '96!)
Most of the original enemies are back, albeit grittier. Bosses are all back too despite being dead in the past game(s) for some reason.

It still is a fun simple FPS.
And all things should be right and work out like a charm like in the past, right?

Bonjour, le hot stuff.

Only it isn't like before.

The game simply looks dated.
There. I said it! It passed down so many different game engines over the years... The game wasn't nearly finished under his current incarnation when Gearbox picked up the pieces. They just tried their best to keep the current build playable, copy/paste all levels one after the other with a vague storyline binding it all together.

And when I say dated, I don't mean like the original Duke 3D looks "retro" and 16-bits-ysh.
But like it's a dated-current generation game. It's a completely different sort of first person shooter now actually.
Duke can now only carry two weapons at the same time (thank you Halo!). While others tried to stay true to their identity (like Half-Life 2 still used the multi-weapon system that allows Gordon Freeman to play identically as before only in a modern game), Duke here was "adapted" for a modern audience.
Duke can't "boot kick" enemies while holding a weapon, but use his gun for a melee attack. (pressing rapidly the action button to open up a door while sometimes use the kick animation though)
Duke can't run anymore, he only briefly speeds up for a second or two.
Duke reminds me of Danny Glover being too old for this shit.
Duke doesn't carry health packs anymore but regenerate his health like a Spartan now. Which makes the whole game way easier, like it wasn't built for it initially. (a problem? almost dying? crouch down a second or two, get your whole life back, and voilà!)

I'm lookin' for some alien toilet to park my bricks... Who's first?

And the game's not just easier, even on the harder difficulty. (which, by the by, just gives more health to enemies)
It's also completely linear. Simple.

The original Duke 3D, like Doom 1 or 2, offered large, multi-layered explorable levels. Even by today's standards, it took quite some time and know-how to complete them. Plus they had secrets laying all around to search for meaning replay-value.

DNF offers sometimes large open areas where you have to defeat wave after wave of enemies.
And the rest of the time, long corridors to walk down for hours and hours.
Or driving segments.

Weapon wise, all classic weapons are back. They were a bit upgraded visually, but they mostly react similar to their past versions.

And then there's the infamous "stand your ground" parts. Where Duke will be forced to hold a gatling gun and defeat hordes of monsters. It's not fun, it's just long and annoying. Dying while get you back a few steps, always.

Where you'll encounter this game's worst problem, the loading screens.
Understand me, I have a long love for the series and am usually able to stand the worst gaming as to offer. but here the loading times were so frequent and long, and annoying. And did I say frequent? The levels are basically very small mini-areas of the larger current "world" the story is taking place in. And you'll encounter loadings all the time each time you move onward a new segment. (street-> building area->first floor->floor->floor->floor->floor->out of building->street->driving segment <- all these separated by various loading screens, not counting you dying like an idiot here and there, adding more loading screens...)
No doubt the game reloading the entire levels/textures/engine each time, coming from the unnatural disjointed development behind Forever.

Another day, another disembowelment

Speaking of the driving parts, I cannot stress you enough how useless they were.
Like ID Software's Rage, they seem to compose most of the game for some reason.
But here they really detract from the core of this game. They're also long. Most of the time not really entertaining. It feels a bit tackled on. And I do remember from earlier versions of the game it seem they were "added" the more recently.

It really feels like they originally simply wanted to make the game bigger, in scope and epic proportions.
But perhaps it was too much to handle? 3D Realms just wanted to make the best sequel ever, making a bold new original title for the FPS genre, with such standards established by the classic Duke 3D.
But there's a thing to understand here, 3D Realms never was a big studio to begin with. They've never been as big as, say, Ubisoft Montreal who can pump out an Assassin's Creed-like game per year. And they aren't as big financially or professional as EA and other similar big name companies.

Also, they never actually had the pressure of an actual release date, being self-published. (though they were financed by external publishers for the would be-release) Unlike their brother company ID Software.
They produced their own engines and rebuild the games several times over.
But Duke Nukem Forever should have taken the time and resources ID took from Doom 2 to Doom 3. Nothing more, nothing less.

Damn it, why do they always take the hot ones?

I write a lot for a simple review, you might say I'm passionate about the subject.

The game at its core seems to be a less fun remake of Duke Nukem 3D than the actual so awaited sequel. 
The game isn't really "bad" per say. It looks dull, boring too. It isn't really that ugly.


It certainly pertains to another genre of FPS than Duke 3D. While Duke Nukem 3D was more about humor, puzzles, big open areas and exploration (Portal anyone?), Duke Nukem Forever is a more straightforward arcade experience with crass humor.
dall game looks boring not ugly

The multiplayer is basic. Very basic.
Quake 3 Arena basic, but good to my tastes. I actually found myself playing it quite a lot over this past year.


The best aspect is probably the sound area. Sounds are great, dynamic. From weapons to enemies grunt. The voice acting can be a bit stereotypical, but for a reason.
And Jon St. John returns, at his best! (though his lines could have been better...)

Gearbox retain the rights to character.
The game actually made quite a lot of money, despite bad press, reviews and hate from the community.
From the long development hell and name only I'm sure.


Overall, the babes are back, but Duke isn't at his top form. 
"Oops, outta ammo."


The game is fun, sorta, kinda. 
For such a bad example how to badly manage a video game production, it actually is playable which is already surprising.
3D Realms ended up releasing various different unrelated games over the years based on earlier prototypes during production. Such as Duke Nukem: Manhattan Project or Max Payne with Remedy.
Forever actually looks a lot like PREY another title spawned from this one.
Visually it shares many of its aesthetic, visuals and gameplay. Though Forever seems to be a parody of PREY, it is PREY that ends up looking like the better of the two.

Now that it actually exists... Duke Nukem Forever kinda lost a lot of its "magic"...
But oyu know what? I'm actually glad it does. It wouldn't have been the same to lose it and Forever never seeing the light of the day.
People might dislike and hate it, but you know it will probably never lose its legendary development status.

It took about ~15 years in the making, but I won't be surprised it another sequel is released in 2-3 years down the line...

Duke Nukem Forever is pretty fun.
Though it has some very bad segments, leftovers that needed to be smooth down a bit.

It is a very strange experience.
Easily tons of time better than all those military/realistic FPS they keep releasing all the time these days...
But I wouldn't call it great either.
Anyway, it's faithful to the classic Duke Nukem 3D in spirit only. It's a completely different kind of FPS.
Duke cracks a lot of jokes, but not as clever as before. Gaming/meta jokes, with Duke playing a game in the game (the prologue of the story), a crack at Halo mildly disguised.

Not super amazing visually, linear. But fun like I said above.

It's absolutely not on "Portal 2" level for example. But I wouldn't miss playing it!
Give it a try if you find yourself interested. Chances are, you'll find something to like in this game.

But Forever has his share of problems.
It's trying to be modern game. It's trying to also be like the original even though it doesn't share much with it.
Like I said, graphics and controls could have been better, specially for a ~15 years in the making game...but it's fun anyway!
The lack of secrets really annoys me (where they cut due to 2K Games' demands?)


I give it 1/3. Which by my ratings means bad. But what were you expecting with such a disconnected development? I wouln't give it 0 though.

I give it:
1 / 3 Quack!



VGR: Duke Nukem Forever: The Doctor Who Cloned Me 
By Gearbox Software
Type DLC
Year 2012

Released earlier this year, The Doctor Who Cloned Me
is an expansion pack that follows directly the ending of the main game.



Dr. Proton, the villain of the original Duke Nukum - errm, Nukem is back!
He's prepared an army of Duke-Terminator clones to defeat the alien invasion once and for all and take over the world too, of course!!!

This DLC was actually made from various scrapped content from the main game (which in a way, should have been packaged along it therefore!)
The "Dukinators" are back. So is Dr. Proton who was scrapped as early as 2001.

The story is this time around interesting and worth to follow.
It takes Dukes from an underground base under Area 51, which looks quite a lot like the futuristic LA from Duke 3D, to the desert in the middle of the night aboard a schoolbus, to the Moon itself!


The plot is funnier, with better humor, Duke even gets a comedic sidekick the size of a doll(!!).

Gameplay-wise, it's sadly built upon the previous above title, so no changes there. But since the maps are much more coherent and well thought here, everything goes down smoothly this time.

Overall:
Such a better self-contained game!
More original layouts in the levels, no frame-rate issues like Forever.

It costs 800 Microsoft points on the Xbox Live, just like Forever itself. They should have made this a stand alone title, so it wouldn't suffer from the same loading times.

I give this one a: 2 / 3 Score! 


Tuesday, May 22, 2012

#Gaming NEWS! Tekken Tag 2 DLC trailer

I know, I know what you're thinking.
DLC already for Tekken Tag Tournament 2?? The game isn't even out!


But hear, hear my friends!
This new Tekken Tag - which will be out by September this year - will feature over 50 characters worth of classic Tekken characters from all of the series' history.

And due to the fans' demands, Harada took care of adding some additional characters to the game's already current roster. Some well requested featrures.
So a DLC pack will be available around the release (shortly after) to had 4 MORE characters, Michelle, Angel, Ogre and Kunimitsu!

And, waitaminute, this DLC will be FREE!!!
*I grew up with SF, was there all along during the SF3 era, and have always been a fan of that series, but even so - I gotta say, TAKE THAT CAPCOM/Street Fighter!!*

Since the game's already gone gold, they can't be included on the disc at this point.
Here's a trailer:



There's also a pretty interesting interview with Harada up at Gamespot, in which he discusses the series, the fighting genre, technology nowadays and what the future might hold. Check it out!

Thursday, May 10, 2012

Gamin' NEWS! Amazing Spider-man random tidbit

I'm not following much the news regarding the Amazing Spider-man video game adaptation..
Because it just looks like your generic movie tie-in.

But this random news tidbit looked interesting enough to be worth mentioning here.

If you pre-order the game in the US, it looks like you may unlock some random alternate characters/DLC to play with.
Not your usual alternate Spidey costumes, but....




The Rhino looks like a huge naked g...HOLY SHIT!?!?IS THAT STAN LEE??? HOW AWESOME IS THAT?! XD

Anyhow, that's that :P

Tuesday, April 24, 2012

#Gaming NEWS! Batman: Arkham City's Game of the Year Edition

And as expected, here's the news regarding Batman: Arkham City new DLC chapter and whatnot!

First of all the game's being re-released thanks to the upcoming new Game of the Year Edition!

This cover's kind of a mess, artistically speaking...

Well, I won't be buying it all over again, but let's check it out in more detail...

First, Warner Bros released this following trailer to announce it:



This new edition will be released for Xbox 360 and PS3 on May 29 in most countries.
It will containt from the go all the previously released DLCs.
A code to digitally download the Batman: Year One animated movie (!).

As well as the all-new DLC Harley Quinn's Revenge!

Now, this new final chapter will act as a sort of epilogue. With a playable Robin that will alternate with Batman.
It is said to be at least 2 hours long and will feature new places to explore, new foes to defeat and lots of detective gameplay around.

Here's some pics:




Looking forward to that?

I'll pick this up as DLC for my version of the game later on. Probably if it gets in one of those digital discounts-of-the-week.

I'd have preferred a whole side story with Nightwing or Robin during the game, their side of the events. Preferably facing one of those enemies that got such  lttle screentime, like Harvey, instead of Harley which we already got plenty around.

Thursday, March 22, 2012

Gamin' NEWS! Anarchy Reigns gets a Bayonetta

Here's some news on the Sega front.


The pseudo-sequel to Madworld (Wii), Anarchy Reigns, gets a proper release date as well as a new bonus character.
The game is sheduled for July 6 now.
This beat 'em all will be mutliplayer focused, but still contain a long enough and decent single player campaign.
It will mostly play similar to Madworld (allowing combos, grabs and the use of weapons/objects to defeat your opponents).

Joining the cast of this "Madworld 2" alongside Jack and some new ones will be Bayonetta guest-starring in this game. (and add the rumored Vanquish protagonist and this will become a Platinum Games epic crossover - fitting for Platinum Games' last collaboration with Sega!)




Oh, and apparently, she'll be DLC and pre-order bonus.

Looking forward for this title?
I do!

Friday, February 24, 2012

Sega NEWS! Sonic 4 Episode II trailer revealed

So, Sega finally let the trailer for their upcoming title Sonic 4: Episode II out.
After all those screenshots, we can finally see how it will all be in motion.

New engine, new visuals and better physic.
Also the gameplay will include some nice new original ideas thanks to Tails' help.

Here it is:


SONIC 4 EPISODE II - La vidéo des retrouvailles par SEGA

Looks lovely!
Love the much improvement look all around.
Thank god for an actual 3D engine. The previous CG rendered-2D just didn't do it for me...

Of course, playing Rayman Origins at the moment, it steps below that and I can see why this one's digital only and not a full retail feature....

It will b eout in Sprinh.

Thursday, February 16, 2012

SEGA News! Sonic 4 - part 2 new screens


Sega released not long ago a bunch of new screenshots of the upcoming digital title Sonic the Hedgehog 4  Episode II!

And it looks like they actually heard the fan complaints and problems with the first one.

Firsthand, the game will be letting go with that pre-rendered stuff from the first episode.
It looked good in Donkey Kong Country, but it is such a silly design nowadays. (I mean, if it was pre-rendered stop motion characters, alright that would be awesome. but pre-rendered CGi today? that's just lazy...)
The game will instead be in full 3D, not that different from Sonic Generations in a way.
(though honestly I'd have preferred 2D like Ubisoft's recent amazing Rayman Origins)

Tails is playable, or can join in the game (quite similar to Sonic 2-3-& Knuckles on the Megadrive). The game seems to be a big nostalgia trip to Sonic 2 and Sonic CD mostly.

Enjoy:











I can't believe I'm actually saying this...but..
It is even looking fantastic so far! Such improvement over the previous one!

Fun looking levels, Metal Sonic back as a rival..

So lemme guess..the next game will be a remix of Sonic 3/Sonic & Knuckles and will add a digital lock on to the previous titles alongside Knux playable?

Tuesday, January 24, 2012

Gamin' NEWS! I Am Alive - release trailer

Ubisoft just released another trailer for I Am Alive which will be released on March 7;



Running on the LEAD engine (Assassin's Creed's Anvil Engine, modified for Splinter Cell: Conviction).
A post-apocalyptic survival horror, you play as the role of this guy who's in search of his wife and daughter.
Survival skills, various tests to prove yourself in this dangerous environment..
This looks like something that could be fun in the end.

It seems Ubi re-recanceled the retail release. (though I'd say, expect one later on in any case)

Wednesday, January 11, 2012

Gamin' NEWS! The end of the world, puzzles everywhere and demons to kick the ass of!


It's time for a new rounds of gaming news!
First off,

Here's some actual gameplay of Ubisoft's post-apocalyptic survival game I Am Alive!
Lots of climbin' ahoy!



Seems pretty decent.
Of course, not fantasti-aweso-tascular-epic-HD like what most people are used to these days..but, hey! Ubisoft did cut off the budget for this title, making it digital only...so...what'd'you expect??

~

The guys at GiantBomb got a hold of this new PC "FPS" puzzle game, Q.U.B.E.
..and it's looking amazing so far.



Now doubt to please and occupy Portal fans (until the next one?)

~

On another note, there's a demo of Capcom's all-new original title (yay! Finally! a new IP!! I was getting tired of the constant rehashes over there...) Asura's Wrath!

So...what are ya waiting for? Turn on your Xbox/PS3 and go download it!
Try it!
We should all try helping out an original title for a change, your usual Uncharted/Gears of Wars/Halo/Mario games can wait, they already got enough money out of you, play the previous episodes instead.
And support ASURA'S WRAAAAAATH!!



Looking very nice!

Friday, December 30, 2011

Sega NEWS! Introducing Sonic 4 Part 2

A new video teaser trailer was released by Sega yesterday, to announce the debut of Sonic 4 Episode 2!


Don't expect much from a reveal teaser video, but here it is anyways.
Check it out:



Nothing much to go with, but it seems this promises us co-op/2 players/Tails playable at least.
Also Metal Sonic will have some part to play...


Some have already said it might connect/relate to Sonic CD, which was re-released not long ago on current systems.~

Tuesday, December 20, 2011

Gamin' NEWS! MVC3 Heroes & Heralds free DLC + Cards showcase


Ultimate Marvel vs. Capcom 3's getting updated!

So, Capcom did something very unusual of them (I can already you one of you guys comment on that line :P), they offered free downloadable content, in the form of an all-new game mode!

As you read these lines, a brand new Heroes & Heralds mode should be available for DLC on both Xbox live & PSN.

This Heroes and Heralds mode is a new single-player and multiplayer game mode where players earn new abilities with upgrade cards, customize their characters with new powers, and compete in factions as either the Heroes defending Earth or as one of Heralds of the game's big boss, Galactus!

The card system is where it's at.
In a way, not that far from Mortal Kombat 9's own power ups/downgrade system, only here represented visually instead of just a set of logos near the HUD.
From the looks of it, these cards will be assigned to a character (one character = a card representing another or a related character), and actually feature various characters absent from Marvel Capcom's roster in-game.
They will unlock special power-ups, such as invisibility, super armor, etc. Up to 3 cards may be equipped at once, with more than 100 cards available to collect!

Now onto the fun part!
It seems to me that some of these cards represent actually characters Capcom might or might not have at some point consider for the game's roster...or DLC..or even an eventual 3rd upgrade of MVC3. (most of these fighting titles from Capcom do get 3 official releases actually...)

Why's that?
Well, for one, instead of generic artwork got off from either past games, concept arts, Udon studios,.. some of these artworks do actually look like in-game artwork.
Just look at classic Mega Man! Imagine he was actually considered as a full fledged character while in development (then Capcom canceled both his titles, Mega Man Universe and Mega Man Legends 3), this could have easily been his official MVC3 artwork from the looks of it!
Also some don't really look like painted or digital artworks...but actual 3D models.
If characters like the Resident Evil cast below (Claire, Leon,..) could have been lifted and altered from an actual game (say, Resident Evil Operation Raccoon City), some of these I doubt Capcom would have needed 3D models for/spend time making some..

(or it is simply extremely well drawn & colored...)

Also the Marvel characters' art were all done in the style of this game, instead of getting their references from published comics...  but check out the ones like Luke Cage! I dunno for you but he looks 3D-ysh, was he scrapped as well?

Anyways,
Scrapped characters or not, I just love the fact these cards cover a more diverse an original cast of characters than the actual game's playable roster. :P
I mean, God Hand, Red Earth, Captain Commando, Star Gladiator (aka Plasma Sword), Monster Hunter and even Ghost Trick!!!!???
How epic is that?
(on Marvel's side I see the obligatory "currently popular thanks to the movies/cartoons" like Nick "Samuel L. Jackson" Fury, black Widow, Enchantress...)

Here's a look at all of them, including the abilities they'll probive:

LADY (Devil May Cry 3, 2005)


Primary: The length of instant attacks will be increased [Lv 2] + Priority of shot attacks will be strengthened
Secondary: The length of instant attacks will be increased [Lv 1]

MILES EDGEWORTH (Ace Attorney, 2005)


Primary: Gain a fixed amount of HC gauge upon activation of X-Factor [Lv 3]
Secondary: Gain a fixed amount of HC gauge upon activation of X-Factor [Lv 2]

FRANZISKA VON KARMA (Justice for All, 2006)


Primary: Attack strength increases as vitality decreases [Lv 3] + Increases duration of X-Factor [Lv 1]
Secondary: Gain super armor when the timer reaches 30 [Lv 1] (uses HC gauge upon hit)

GODOT (Trials and Tribulations, 2007)


Primary: Switch HC gauges with your opponent upon activation of X-Factor
Secondary: When you have only one character remaining and their vitality is 50% or less, HC gauge will refill automatically [Lv 1]

GRANDMASTER (Strider, 1989)


Primary: When 3 or more bars of HC Gauge are stored and while on the ground Vitality refills automatically [Lv. 3] + HC Gauge refills automatically. [Lv. 2]
Secondary: When 3 or more bars of HC Gauge are stored and while on the ground: Vitality refills automatically. [Lv. 3]

ASTAROTH (Ghosts 'n Goblins, 1985)



Primary: When your last character is defeated: Your character will return to full health at the cost of 3 HC Gauge bars (one time only). Increased attack power. [Lv. 2]
Secondary: When your last character is defeated: Your character will return to full health at the cost of 5 HC Gauge bars (one time only). Increased attack power. [Lv. 1]


PRINCESS (Ghosts 'n Goblins, 1985)


Primary: When you only have one character left: Gain a fixed amount of HC Gauge. [Lv. 2] + Gain the ability to rapid cancel grounded normal moves at the cost of HC Gauge. (Unique Moves not included)
Secondary: Increases Hyper Combo attack power. [Lv. 2]

CHUCK GREENE (Dead Rising 2, 2010)


Primary: Gain a fixed amount of HC Gauge upon landing a combo of 30 hits. [Lv. 2]
Secondary: Gain a fixed amount of HC Gauge upon landing a combo of 30 hits. [Lv. 1]

STEVEN CHAPMAN (Dead Rising, 2006)
 

Primary: Lose the ability to block. You will gain the ability of super armor. [Lv.1] (uses HC Gauge upon hit)
Secondary: When you only have one character remaining, you will gain the ability of super armor, however you will lose the ability to block. [Lv.1] (uses HC Gauge upon hit)

CLAIRE REDFIELD (Resident Evil 2, 1998)


Primary: Regain part of your vitality at the cost of HC Gauge upon successfully performing an Advancing Guard. [Lv. 2]
Secondary: Regain part of your vitality at the cost of HC Gauge upon successfully performing an Advancing Guard. [Lv. 1] Take chip damage more easily. [Lv. 1]

LEON S KENNEDY (Resident Evil 2, 1998)

Primary: Gain a temporary increase in attack power upon performing a Snap Back. [Lv. 3]
Secondary: Gain a temporary increase in attack power upon performing a Snap Back. [Lv. 2]

HUNK (Resident Evil 2, 1998)

Primary: Gain a fixed amount of HC Gauge upon performing a parry. [Lv. 1] + Gain the ability to parry. [Lv. 2]
Secondary: Upon landing a Crossover Counter: Apply stun value to your opponent. Gain a fixed amount of HC Gauge. [Lv. 1]

LICKER (Resident Evil 2, 1998)
 


Primary: Increase the duration of X-Factor. [Lv. 1] X-Factor activates immediately after the battle begins.
Secondary: Increased speed from the start of the battle for 10 game seconds.

DEMITRI MAXIMOFF (Darkstalkers, 1994)




Primary: Become temporarily invisible upon performing a Snap Back. Reduce your opponent's HC Gauge. [Lv. 1]

Secondary: Become temporarily invisible upon performing a Snap Back.


LORD RAPTOR (Darkstalkers, 1994)


Primary: Perform a taunt to temporarily increase attack power. [Lv. 2]

Secondary: Perform a taunt to temporarily increase attack power. [Lv. 1]

ANAKARIS (Darkstalkers, 1994)


Primary: Increases the duration of flight time. [Lv. 1] + Increases the number of jumps you can perform. [Lv. 2]
Secondary: Increases the duration of flight time. [Lv. 1] + Increases the number of jumps you can perform. [Lv. 1]

BISHAMON (Darkstalkers, 1994)


Primary: Land attacks to reduce your opponent's recoverable red health. [Lv. 2]
Secondary: Land attacks to reduce your opponent's recoverable red health. [Lv. 1]

SASQUATCH (Darkstalkers, 1994)


Primary: Throws and lock-on attacks do more damage. [Lv. 2] + Gain a fixed amount of HC Gauge upon hitting throws and lock-on attacks. [Lv. 1]
Secondary: Throws and lock-on attacks do more damage. [Lv. 1]

LILITH (Darkstalkers 3, 1997)



Primary: Land a Hyper Combo to absorb your opponent's HC Gauge. [Lv. 3]
Secondary: Land a Hyper Combo to absorb your opponent's HC Gauge. [Lv. 1]

SERVBOT (Mega Man Legends, 1997)


Primary: Enables auto-blocking. Take chip damage more easily. [Lv. 2]
Secondary: Shorten the interval between calling out an assist.

CAPTAIN BLUE (Viewtiful Joe, 2003)


Primary: Increases the amount of HC Gauge you have at the start of the match. [Lv. 3]
Secondary: Increases the amount of HC Gauge you have at the start of the match. [Lv. 2]

X (Mega Man X, 1994)


Primary: Upon KO'ing your opponent: Gain a fixed amount of HC Gauge. [Lv. 2] Increases attack power. [Lv. 2]
Secondary: Enable air dashing. Increase the number of jumps you can perform. [Lv.1 ]

VILE (Mega Man X, 1994)


Primary: Increases Hyper Combo attack power. [Lv. 2]
Secondary: Dash cancel regular grounded moves at the cost of HC Gauge.

SAKUYA (Okami, 2006)


Primary: When only one character is left: Vitality refills automatically. [Lv. 3] + HC Gauge refills automatically. [Lv. 2]
Secondary: When only one character is left: Vitality refills automatically. [Lv. 2] + HC Gauge refills automatically. [Lv. 1]

MEGA MAN (Mega Man, 1987)



Primary: Shorten the length of charge time for charge moves. + Obtain rare Capcom cards. [Lv. 3]
Secondary: Shorten the length of charge time for charge moves. Increases the speed of that an assist's vitality recovers. [Lv. 2]

ROLL (Mega Man, 1987)


Primary: Crouch to automatically increase HC Gauge. [Lv. 2]
Secondary: Crouch to automatically increase HC Gauge. [Lv. 1]

DR WILY (Mega Man, 1987)


Primary: Attack power increases proportionally to the amount of HC Gauge stored. [Lv. 3]
Secondary: Attack power increases proportionally to the amount of HC Gauge stored. [Lv. 1]

KENJI (Red Earth, 1996)


Primary: Enables blocking during an air dash. Increases dash speed.
Secondary: Increases dash speed.

BATSU ICHIMONJI (Rival Schools, 1998)


Primary: Get the maximum number of hits from a multi-hit Hyper Combo automatically. Increases Hyper Combo attack power. [Lv. 2]
Secondary: Upon successfully landing a Crossover Counter: Temporarily increases attack power. [Lv. 1] + Gain a fixed amount of HC Gauge. [Lv. 1]

KYOSUKE KAGAMI (Rival Schools, 1998)


Primary: Upon successfully landing a Crossover Counter: Apply stun value to your opponent. Gain a fixed amount of HC Gauge. [Lv. 1]
Secondary: Gain a fixed amount of HC Gauge upon successfully landing a Crossover Counter. [Lv. 1]

AKIRA (Rival Schools, 1998)


Primary: Upon performing a taunt: Temporarily increases attack power. [Lv. 2] + Temporarily gain the ability to cancel one special move into another at the cost of HC Gauge.
Secondary: Increases attack power during X-Factor. [Lv. 2]

HIDEO SHIMAZU (Rival Schools, 1998)


Primary: Temporarily increases attack power upon successfully performing an Advancing Guard. [Lv. 2]
Secondary: Temporarily increases attack power upon successfully performing an Advancing Guard. [Lv. 1]

CAPTAIN COMMANDO TEAM (Captain Commando, 1991)


Primary: Upon performing a Crossover Combination: Increased attack power. [Lv. 3] + Absorb your opponent's HC Gauge. [Lv. 3]
Secondary: Upon performing a Crossover Combination: Increased attack power. [Lv. 1] + Absorb your opponent's HC Gauge. [Lv. 1]

HAYATO (Star Gladiator, 1996)


Primary: All characters will be able to perform a 6-chain combo. + Apply stun value to your opponent upon successfully landing a Crossover Counter.
Secondary: Temporarily increases attack power upon landing a combo of 10 hits. [Lv. 1]

JUNE (Star Gladiator, 1996)


Primary: Gain a fixed amount of HC Gauge upon throwing your opponent. [Lv. 2]
Secondary: Gain a fixed amount of HC Gauge upon throwing your opponent. [Lv. 1]

FELYNES (Monster Hunter, 2004)


Primary: Increases the chance of obtaining rare cards for Capcom characters. [Lv. 2]
Secondary: Upon launching your opponent with the S attack: Absorb your opponent's vitality. [Lv. 1] + Absorb your opponent's HC Gauge. [Lv. 1]

RATHALOS (Monster Hunter, 2004)


Primary: Calling assists will cost HC Gauge, however your opponent will be poisoned if the assist attack is successful. [Lv. 2]
Secondary: Poisons your opponent upon successfully landing a Crossover Attack, at the cost of HC Gauge. [Lv. 1]

RATHIAN (Monster Hunter, 2004)


Primary: Upon landing a combo of 10 hits: Poisons your opponent. [Lv. 1] + Temporarily increases attack power. [Lv. 1]
Secondary: Poisons your opponent upon landing a combo of 10 hits. [Lv. 1]

BLODIA (Armored Warriors, 1994)


Primary: Gain super armor while performing a dash. [Lv. 1] (uses HC Gauge upon hit) Become invincible to projectile attacks while dashing.
Secondary: Gain super armor while performing a dash. [Lv. 1] (uses HC Gauge upon hit) Increases dash speed.

CYBER BLUE (Battle Circuit, 1997)


Primary: When your opponent is down to 2 characters or less: Increases attack power. [Lv. 1] + Increases speed.
Secondary: When your opponent is down to 2 characters or less: Increases attack power. [Lv. 1] + Increases number of jumps you can perform. [Lv. 1]

KAIJIN NO SOKI (Onimusha: Dawn of Dreams, 2006)


Primary: While on the ground: Increases attack power. [Lv. 3] + Gain super armor. [Lv. 1] (uses HC Gauge upon hit)
Secondary: Increases attack power while on the ground. [Lv. 2]

JIN SAOTOME (Cyberbots: Full Metal Madness, 1995)


Primary: Lose the ability to block during X-Factor. The time that X-Factor stays active will increase. [Lv. 3]
Secondary: Lose the ability to block during X-Factor. The time that X-Factor stays active will increase. [Lv. 1]

DEVILOT (Cyberbots: Full Metal Madness, 1995)


Primary: Assist attacks gain super armor. [Lv. 3] (uses HC Gauge upon hit)
Secondary: Upon successfully landing a Delayed Hyper Combo: Absorb your opponent's vitality. [Lv. 3] + Absorb your opponent's HC Gauge. [Lv. 3]

SISSEL (Ghost Trick, 2011)



Primary: Gain a fixed amount of HC Gauge when one of your characters is KO'ed. [Lv. 2]
Secondary: Gain a fixed amount of HC Gauge when one of your characters is KO'ed. [Lv. 1]

MISSILE (Ghost Trick, 2011)


Primary: HC Gauge will automatically refill from the start of the match for 20 game seconds. [Lv. 1]
Secondary: Increases the chance of obtaining rare cards for Capcom characters. [Lv. 1]

EDWARD FOKKER (Power Stone, 1999)


Primary: During X-Factor: Increases attack power. [Lv. 2] + HC Gauge refills automatically. [Lv. 3]
Secondary: HC Gauge refills automatically while X-Factor is active. [Lv. 2]

GENE (God Hand, 2006)


Primary: Upon successfully landing a Snap Back: Reduce your opponent's HC Gauge. [Lv. 3] + Gain a fixed amount of HC Gauge. [Lv. 1]
Secondary: Upon successfully landing a Snap Back: Reduce your opponent's HC Gauge. [Lv. 2] + Gain a fixed amount of HC Gauge. [Lv. 1]

RYU (Breath of Fire, 1993)


Primary: Sends the opponent flying upon activation of X-Factor. + Increases the duration of power-up Hyper Combos. [Lv. 1]
Secondary: Increases attack power during X-Factor. [Lv. 2]

NINA (Breath of Fire, 1993)


Primary: Increases the duration of flight time. [Lv. 3] + Increases the number of special moves that can be performed in the air. [Lv. 3]
Secondary: Increases the duration of flight time. [Lv. 2] + Increases the number of special moves that can be performed in the air. [Lv. 1]

MYRIA (Breath of Fire, 1993)


Primary: When you are losing: Automatically recover vitality. [Lv. 3] + Assist characters automatically recover vitality. [Lv. 1]
Secondary: When you are losing: Automatically recover vitality. [Lv. 2] + Assist characters automatically recover vitality. [Lv. 1]

Fou-Lu (Breath of Fire IV, 2000)


Primary: Increases the number of times X-Factor can be used. [Lv. 2]
Secondary: Increases the number of times X-Factor can be used. [Lv. 1]

LIN (Breath of Fire: Dragon Quarter, 2003)


Primary: HC Gauge refills automatically. [Lv. 1] + Reduces the usage rate of HC Gauge. [Lv. 2]
Secondary: Reduces the usage rate of HC Gauge. [Lv. 1]

MEPHISTO (Silver Surfer #3, 1968)


Primary: Increases the amount of HC Gauge you have at the start of the match. [Lv. 3] + HC Gauge refills automatically. [Lv. 2]
Secondary: The length of instant attacks will be increased. [Lv. 1] + Increases the amount of HC Gauge you have at the start of the match. [Lv. 2]

LUKE CAGE (Luke Cage, Hero for Hire #1, 1972)



Primary: Increases vitality. [Lv. 2] + Enables auto-blocking when you have 2 bars or less of HC Gauge.
Secondary: Increases vitality. [Lv. 2]

CLEA (Strange Tales #126, 1964)


Primary: Gain a fixed amount of HC Gauge for every 20 seconds that pass on the game clock. [Lv. 2]
Secondary: Gain a fixed amount of HC Gauge for every 15 seconds that pass on the game clock. [Lv. 1]

CYCLOPS (The X-Men #1, 1963)


Primary: Increases attack power. [Lv. 2] + All attacks cause chip damage.
Secondary: All attacks cause chip damage.

BEAST (The X-Men #1, 1963)


Primary: Increases the duration of power-up Hyper Combos. [Lv. 2]
Secondary: Extends the time that X-Factor is active. [Lv. 1]

ICEMAN (The X-Men #1, 1963)


Primary: Become temporarily invincible to shot attacks upon successfully performing an Advancing Guard.
Secondary: Increased resistance to chip damage from attacks. [Lv. 2]

DAZZLER (The Uncanny X-Men #130, 1980)


Primary: Perform a taunt to automatically recover vitality. [Lv. 3]
Secondary: Perform a taunt to automatically recover vitality. [Lv. 2]

ROGUE (The Avengers Annual #10, 1981)


Primary: Land a Hyper Combo to absorb your opponent's vitality. [Lv. 3]

Secondary: Land a Hyper Combo to absorb your opponent's vitality. [Lv. 2]

COLOSSUS (Giant-Size The X-Men #1, 1975)


Primary: Gain super armor. [Lv. 1] (uses HC Gauge upon hit)
Secondary: Gain super armor when you perform a taunt. [Lv. 1] (uses HC Gauge upon hit)

NIGHTCRAWLER (Giant-Size The X-Men #1, 1975)


Primary: Become invisible while dashing when 3 or more bars of HC Gauge are stored.
Secondary: Become invisible while dashing on the ground when 3 or more bars of HC Gauge are stored.

DAKEN (Wolverine: Origins #5, 2006)


Primary: Increases the speed of your vitality recovery. [Lv. 2] + Decreases a fixed amount of your opponent's recoverable red health. [Lv. 2]
Secondary: Increases the speed of your vitality recovery. [Lv. 1] + Decreases a fixed amount of your opponent's recoverable red health. [Lv. 1]

MYSTIQUE (Ms. Marvel #16, 1978)


Primary: When your opponent has a card of equal strength as their main card, you will copy their entire deck.
Secondary: Increases the duration of power-up Hyper Combos. [Lv. 1]

JUGGERNAUT (The X-Men #12, 1965)


Primary: Increases HC attack power. [Lv. 2] + Gain super armor during a Hyper Combo. [Lv. 2] (uses HC Gauge upon hit)
Secondary: Assist attacks gain super armor. [Lv. 2] (uses HC Gauge upon hit)

SCARLET WITCH (The X-Men #4, 1964)


Primary: Sends the opponent flying upon activation of X-Factor. + Increases the duration of X-Factor. [Lv. 1]
Secondary: When only one character is left and their vitality is below 20%, the activation time for X-Factor will increase. [Lv. 1]

MULTIPLE MAN (Giant-Size The Fantastic Four #4, 1975)


Primary: Fight using only your first character. Attack power Lv. random.
Secondary: Fight using only your first character. Increase number of HC Gauge stored at the start of the match, Lv. random.

SILVER SAMURAI (Daredevil #111, 1974)


Primary: Decreases vitality. [Lv. 1] + Increases attack power. [Lv. 3]
Secondary: All characters will be able to perform a 6-chain combo.

SABRETOOTH (Iron Fist #14, 1977)


Primary: Vitality automatically recovers. [Lv. 2] + Increases movement speed.
Secondary: Gain the ability to rapid cancel grounded normal moves at the cost of HC Gauge. (Unique Moves not included)

SERPENT (Fear Itself #1, 2011)


Primary: If your opponent has an S-Class card in the same slot, you will trade decks with your opponent during the match. + Increases the chance of obtaining rare cards for Marvel characters. [Lv. 3]
Secondary: Gain the ability to cancel one special move into another at the cost of HC Gauge. + All characters will be able to perform a 6-chain combo.

PROFESSOR X (The X-Men #1, 1963)


Primary: Increases the chance of obtaining rare cards for Marvel characters. [Lv. 2]
Secondary: Gain a fixed amount of HC Gauge for every 20 seconds that pass on the game clock. [Lv. 1] + Increases the chance of obtaining rare cards for Marvel characters. [Lv. 1]

WASP (Tales to Astonish #44, 1963)


Primary: Increases movement speed. Increases the duration of flight time. [Lv. 2]
Secondary: Increases the duration of flight time. [Lv. 2] + Increases the number of special moves that can be performed in the air. [Lv. 1]

MS. MARVEL (Marvel Super-Heroes #13, 1968)


Primary: Reflect damage received from attacks. [Lv. 3]
Secondary: Reflect damage received from attacks. [Lv. 2]

BLACK PANTHER (The Fantastic Four #52, 1966)


Primary: Increases movement speed. Increases the number of jumps you can perform. [Lv. 1]
Secondary: Increases movement speed.

ULTRON (The Avengers #54, 1968)


Primary: Gain super armor while in the air. [Lv. 1] (uses HC Gauge upon hit) + Increases the duration of flight time. [Lv. 3]
Secondary: Increases speed while in the air. Increases the duration of flight time. [Lv. 2]

NICK FURY (Sgt. Fury and His Howling Commandos #1, 1963)


Primary: When only one character is left and their vitality is 5% or below, they will regain part of their vitality. [Lv. 2]
Secondary: Increases the chance of obtaining rare cards for Marvel characters. [Lv. 1]

BLACK WIDOW (Tales of Suspense #52, 1964)


Primary: At the cost of HC Gauge: Gain the ability to jump cancel. + Increase the number of jumps you can perform. [Lv. 1]
Secondary: All grounded moves will be jump cancelable at the cost of HC Gauge.

WINTER SOLDIER (Captain America Comics #1, 1964)


Primary: Increases attack power. [Lv. 2] + Decreases the amount of HC Gauge you have at the start of the match. [Lv. 1]
Secondary: Increases attack power. [Lv. 1] + Decreases the amount of HC Gauge you have at the start of the match. [Lv. 1]

RED SKULL (Captain America Comics #1, 1964)


Primary: Poisons your opponent upon landing a regular throw. [Lv. 2]
Secondary: Poisons your opponent upon landing a regular throw. [Lv. 1]

ANTI-VENOM (Web of Spider-Man #18, 1986 [Eddie Brock cameo])


Primary: Increases attack power from the start of the match for every 10 game seconds. [Lv. 2]
Secondary: Increases attack power from the start of the match for every 10 game seconds. [Lv. 1]

DOCTOR OCTOPUS (The Amazing Spider-Man #3, 1963)


Primary: Increases attack power. [Lv. 1] Cancel one special move into another at the cost of HC Gauge.
Secondary: Regain part of your vitality upon landing a combo of 20 hits. [Lv. 2]

GREEN GOBLIN (The Amazing Spider-Man #14, 1964)


Primary: Enables air dashing. + Increases attack power while in the air. [Lv. 1]
Secondary: Increases the number of jumps you can perform. [Lv. 1] + Increases attack power while in the air. [Lv. 1]

SPIDER-HAM (Marvel Tails #1, 1983)


Primary: When you get hit with a combo of 30 hits or more: Regain part of your vitality. [Lv. 2] + Become temporarily invisible.
Secondary: When you get hit with a combo of 30 hits or more: Regain part of your vitality. [Lv. 1] + Become temporarily invisible.

HULKBUSTER ARMOR (Iron Man #304, 1994)


Primary: Increases vitality. [Lv. 2] + Calling assists will cost HC Gauge, however stun value will be applied to your opponent if the assist attack is successful.
Secondary: Calling assists will cost HC Gauge, however stun value will be applied to your opponent if the assist attack is successful.

MANDARIN (Tales of Suspense #50, 1964)


Primary: Increases the amount of HC Gauge stored at the start of the match. [Lv. 2] + Your opponent will be forced to activate X-Factor as well when you activate it.
Secondary: Increases the amount of HC Gauge stored at the start of the match. [Lv. 2]

FIN FANG FOOM (Strange Tales #89, 1961)


Primary: You can activate X-Factor an unlimited number of times at the cost of HC Gauge, however you will no longer be able to use Hyper Combos.
Secondary: Constant X-Factor, however you will no longer be able to use Hyper Combos. X-Factor will activate with 3 or more bars of HC Gauge stored, and deactivates with less than 3 bars.

LOKI (Venus #6, 1949)


Primary: When only one character is left and their vitality is 50% or below, their vitality will recover automatically. [Lv. 2]
Secondary: When only one character is left and their vitality is 20% or below, their vitality will recover automatically. [Lv. 1]

ULIK (Thor #137, 1967)


Primary: Increases attack power. [Lv. 2]
Secondary: Increases attack power. [Lv. 1]

DESTROYER (Journey into Mystery #118, 1965)


Primary: Increases vitality. [Lv. 2] + Increased resistance to chip damage from attacks. [Lv. 2]
Secondary: Temporarily increase attack power upon performing a parry. [Lv. 1] + Enables parrying. [Lv. 1]

ENCHANTRESS (Journey into Mystery #103, 1964)


Primary: Absorb your opponent's vitality upon attack for any opponent character that is not female. [Lv. 2]
Secondary: Absorb your opponent's vitality upon attack for any opponent character that is not female. [Lv. 1]

FANTASTIC FOUR (The Fantastic Four #1, 1961)


Primary: During a Crossover Combination: Increases attack power. [Lv. 3] + Absorb your opponent's vitality. [Lv. 3]
Secondary: Gain the ability to call assists even when you are taking damage at the cost of HC Gauge.

SILVER SURFER (The Fantastic Four #48, 1966)


Primary: HC Gauge recovers automatically. [Lv. 2] + Increases the speed of your assist's vitality recover. [Lv. 3]
Secondary: HC Gauge recovers automatically. [Lv. 1] + Increases the speed of your assist's vitality recover. [Lv. 2]

RED HULK (Hulk #1, 2008)


Primary: You will be unable to see your vitality and HC gauges. + Increases attack power. [Lv. 3]
Secondary: You will be unable to see your vitality and HC gauges. + Sends the opponent flying upon activation of X-Factor.

ABOMINATION (Tales to Astonish #90, 1967)


Primary: Increases vitality. [Lv. 2]
Secondary: Increases vitality. [Lv. 1]

MAESTRO (The Incredible Hulk: Future Imperfect #1, 1992)


Primary: Decreases vitality. [Lv. 3] + Increases attack power. [Lv. 3]
Secondary: Decreases vitality. [Lv. 2] + Increases attack power. [Lv. 1]

DAREDEVIL (Daredevil #1, 1964)


Primary: You will be unable to see how much HC Gauge your opponent has. + HC Gauge refills automatically. [Lv. 2]
Secondary: You will be unable to see how much HC Gauge your opponent has. + Cancel one special move into another at the cost of HC Gauge.

ELEKTRA (Daredevil #168, 1981)


Primary: At the cost of HC Gauge: Gain the ability to dash cancel regular grounded moves. + Increases dash speed.
Secondary: HC Gauge refills automatically while in the air. [Lv. 1]

BULLSEYE (Daredevil #131, 1976)


Primary: Increases attack power upon KO'ing your opponent. [Lv. 3]
Secondary: Increases attack power upon KO'ing your opponent. [Lv. 2]

KINGPIN (The Amazing Spider-Man #50, 1967)


Primary: Increases HC attack power. [Lv. 3] + Gain a fixed amount of HC Gauge when one of your characters is KO'ed. [Lv. 2]
Secondary: Increases HC attack power. [Lv. 2] + Gain a fixed amount of HC Gauge when one of your characters is KO'ed. [Lv. 1]

BLADE (The Tomb of Dracula #10, 1973)


Primary: When your vitality is 60% or below, absorb your opponent's vitality upon attack. [Lv. 3]
Secondary: When your vitality is 40% or below, absorb your opponent's vitality upon attack. [Lv. 2]

PUNISHER (The Amazing Spider-Man #129, 1974)


Primary: Increases attack power when one of your characters is KO'ed. [Lv. 3]
Secondary: Increases attack power when one of your characters is KO'ed. [Lv. 2]

THE WATCHER (The Fantastic Four #13, 1963)


Primary: For every 20 seconds that pass on the game clock: Regain part of your vitality. [Lv. 3] + Gain a fixed amount of HC Gauge. [Lv. 3]
Secondary: For every 30 seconds that pass on the game clock: Regain part of your vitality. [Lv. 2] Gain a fixed amount of HC Gauge. [Lv. 2]

HOWARD THE DUCK (Adventure Into Fear #19, 1973)


Primary: When you get hit with a combo of 30 hits or more: HC Gauge refills. [Lv. 2] + X-Factor will activate.
Secondary: When you get hit with a combo of 30 hits or more: HC Gauge refills. [Lv. 1] + X-Factor will activate.

THANOS (Iron Man #55, 1973)


Primary: Gain the ability to parry. [Lv. MAX] + Gain a temporary increase in attack power upon performing a parry. [Lv. 2]
Secondary: Gain a fixed amount of HC Gauge upon successfully performing an Advancing Guard. [Lv. MAX]

~

Some of these are looking very, very nice. (Mister Fantastic looks like an actual 3D character model! I smell copyright issue...20th Century fox anyone?...)
Other though, kinda bad and rushed... :P (Daken! ...)

What d'you think?