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Cracked LCD: Marvel Dice Masters: Avengers vs. X-Men in Review


dice masters

Wizkids’ new Marvel Dice Masters: Avengers versus X-men is a sensation. The starter sets are sold out everywhere because demand simply outstripped supply. There is already a healthy aftermarket with players and collectors shelling out $40 or more for “super rare” cards. Tournaments and organized play supported by Wizkids are waiting in the wings and the buzz over the game is overwhelmingly positive. It looks like it’s primed to be one of the most significant hobby game releases of 2014. Building on their design work with Quarriors and the Lord of the Rings “dicebuilding” game, Mike Elliot and Eric Lang have produced a hybrid that exists somewhere at the crossroads of those games, Dominion and Magic: the Gathering. All coated with a billion dollar Marvel Comics paint job.

Up front, the game is good. It’s a solid design that makes Quarriors look like it was the underdeveloped Kickstarter version of the idea Mr. Elliot and Mr. Lang had in mind. Conceptually it’s very similar but it’s a head-to-head game with players attacking each other to reduce life points rather than trying to score creature dice. Instead of players purchasing dice from a mutual tableaux with which to fill their dice bags, they bring their own cards and dice depicting Marvel heroes and villains to the table that form their roster along with two basic action cards that either player may buy. Each card may have three to five dice on it, and part of the construction process is determining how many of the 20 total dice allowed you want to put on each of your cards.

Each card has a different cost and special abilities that correspond to its dice. Starting with a pool of eight “sidekick” dice that provide either one of four resource types or a weak (but free) 1/1 unit. The idea is to use the resources those generate to buy the more powerful character dice. As those get cycled into the dice bag, they may produce resources themselves or be “fielded” if you roll their character icon face to attack or block the other player. Combat is very Magic influenced- a simple comparison of attack and defense numbers between dice, KO’d dice are shifted to a “roll again on your next turn” status. If your attacking dice aren’t blocked and do damage to the other player, they are moved to a used pile and must wait to cycle back into the bag. Of course, there are plenty of abilities that break the rules, provide benefits and alter process.

Strategically, there is actually quite a lot to consider and this complexity extends well beyond rather to bring Spider-Man or Deadpool to combat Magneto and the Green Goblin. After you roll, you have to choose which if any dice you want to roll again for keeps. You might want to field all the sidekicks you rolled to have some blockers or to ding your opponent if he doesn’t have anything to stop you. Or you may want to chance a re-roll to try to get resources to buy more expensive dice. A character die might have given you two resources, but you might really want to roll again to get a character face and take advantage of a “when fielded” result or try again for a special “boost” action if you get the side with an asterisk. And keeping resources while your opponent acts might be necessary to activate certain abilities or to use a global effect if there is one present in the card tableaux.

The global effects are one of the areas where the rough edges of the design start to show, and they feel like an unnecessary complication to what should be a very simple, quick-playing game. Some cards have these, and they are abilities that either player can pay for to use. So I might have a card that lets you pay two resources to do one damage to a die. The cards you bring can actually be a minor liability. The problem is that if you’ve got 20 cards on the table between two players and there are ten global abilities, it can be tricky to keep track of them. It’s just something else to keep track of. There is no hidden information in this game, so it also tends to result in a bit of analysis paralysis when players are bogged down in “if I do this, and then you do that…” dickering.

The lack of hidden information is also something of a problem because there never really is any kind of surprise in the game. There’s no sudden game-changing counter or a scramble to adjust a strategy due to an unexpected challenge. It’s all very transparent, and it never really seems very exciting to roll an extra resource or to realize that you can afford one of your 6-cost characters. Everything is right up front, apart from what dice you draw on a turn.

The pacing seems to follow a particular curve, at least in the games I’ve played. There tends to be a buildup period, where players are either focusing on getting inexpensive characters into their pools or buying basic actions to increase their production potential while also planning on leveraging those cards’ abilities. By the third turn, character dice are likely to be in the game after the initial eight die seed is recycled into the bag. Between that third turn and what I would consider to be the endgame stage, it feels like one player almost always starts to drop off while scrambling to get units to the field to stem the flow of blood, so to speak.

It’s early in the game’s lifespan and it’s hard to really say that this is how it will always be despite increasing skill levels, team builds and the overall volatility of a collectible game but so far I’ve been disappointed that steamroller victories have been so common. At higher levels of play, once players become more acclimated to its intricacies and better teambuilding emerges, this may prove to be just a growing pain.

For now, I have some chin-scratching issues with the design, no doubt. But there are also some really smart design choices that keep the flow of the game compelling, provided you’re not on the ropes for over half of the 20-25 minutes it takes to play a match.. I love how the concept of “culling” dice has been replaced by simply forcing a player to put a dice that has “scored” (i.e. caused direct damage to a player) into the used pile. So you can’t sit there battering your opponent with Hulk every turn while he struggles to mount a defense with weaker characters. I like that dice that are KO’d in combat or due to effects are put into a status where they are re-rolled on your next turn along with your standard four die pull from the bag. This gives you an incentive to actually use your dice and be aggressive, and it also allows you to adjust your strategy to get defenders back into the mix for more resources. You have to get these rerolls if you’re ever going to put your heavy hitters like Colossus into play.

I’m giving MDMAVX the nod for now because I do really like the game, but more than the design I really like the product. I think Wizkids made a very ballsy move by packaging this game as a very much not-in-vogue collectible game, but even moreso for pricing it on par with the App Store. Boosters are less than a dollar a piece, and if you buy a “gravity feed” display box they’re like 70 cents apiece. Each pack contains two cards (with four degrees of rarity) and two dice that match those characters. The starter, which is actually quite generous and contains some very useful cards, is only $15- if you can find one anywhere selling it for retail. Sure, you might wind up spending $300 trying to get the complete set of Green Goblin, Mr. Fantastic, Wolverine and Black Widow super rares, but the whales don’t matter here. What matters is that a kid can walk into Target and spend less than a dollar to buy a hobby game product.

And there is huge mainstream appeal here, despite the surprising complexity of the game. Beyond fussing over dice in various states and complicated timing issues, the Avengers and the X-Men are household names and they are headlining a cool-looking game (with better illustrations than Legendary, by the way). The dice are really neat- the icons are immediately identifiable and the color schemes match up with the characters. It’s a fun product from opening the inexpensive booster packs to putting together a team of favorite characters to figuring out how to put down your buddies. I think this could really catch on with kids, at least once the gamers and speculators have gotten done picking over everything.

Brakketology Confronts the Dragon… Despairs

Excalibur Merlin

Look upon the eyes of the dragon and despair. Merlin was, of course, talking to Morgana when he said that, but he could easily have been speaking of game designer and “monetization design consultant” Ethan Levy, who wrote a piece on F2P success at Games Industry Biz. It is insightful, based on sound data, and wholly abhorrent to anyone who actually cares about games. A snippet, cherry-picked to set you against him:

When I compare Arkham Origins to Gods Among Us [ed: the F2P releases, not the “real” games], my sense as a player and a game designer is that NetherRealms has made an undoubtedly better game, but a worse free-to-play product. They have made fundamental changes that will earn them brownie points with gamers wary of free-to-play, but have a negative impact on P&L. Even more damaging is the effect of diverting resources from a top grossing, live game to build a new product. I know from firsthand experience how difficult hiring talented team members can be in a competitive space like mobile game development. But by shifting resources instead of growing the overall mobile team to support multiple games (which I assume is the case solely based on the credits) Warner Bros. has not only delivered a lower performing product, they have missed months’ worth of opportunity to add new features to Injustice that would grow player base and profitability.

I bang my anti-F2P drum on, very nearly, a weekly basis. This kind of stuff is why. These games aren’t games. Games are creative expressions and therefor are art forms. They may often be very low art, but they are creative endeavors and while there is money to be made (nor can they be made without it), you are not making great games if your primary design axiom is built on how you get players to stop in the middle of what they’re doing and fork over more money, and then do so again a session or two later (and again, and again). And that, of course, is F2P’s problem. When games are designed and built to get you coming back to the feeder bar as much as possible without getting too pissed off to abandon the title outright then they are no longer games of any substance or worth. If you eat, sleep, and breathe that business, then you’re not Satan exactly, but you are the guy who goes into the corner store to buy Satan a pack of cigarettes. (Points for you if you know where I’ve stolen that line from.)

Make us a good game, rather than a nickel and dime delivery system, and we’ll pay you for it. Speaking of real games…

Captain’s log, long-range scanners reveal Teh Awesumz! For months after FTL’s release I dropped by the FTL site/forums to see if there’s news about what it’s creators are up to. I eventually stopped. So it figures that now they pop up with not only a new, free mega-update for the PC version, but also news that an iOS version is coming (both in January). The new additions include:

Mind Control System: Temporarily turn enemies into allies. Force a boarder to repair the damage they just did, or have the enemy pilot sabotage their own helm.

Hacking System: Lockdown and disrupt enemy systems. Unique effects for each system, ranging from forcing a teleporter remove boarders to making the medbay damage instead of heal.

New Sector and Events: Our writer Tom Jubert ( has returned along with special guest writer Chris Avellone (of Planescape fame), who managed to find some time for us between his work onProject Eternity and Wasteland 2. They’ve been helping us add a new sector and scatter new events throughout the rest of the game.

New Weapons and Effects: Many new weapons that take advantage of new mechanics: overcharging to increase the number of volleys, stun effects to freeze crew, and area effect targeting, to name a few.

And more systems, drones, augments, enemy ships, enemy layouts, and hostile environments. All of which we’ll be sure to talk about more in the coming weeks!

Picture the free-to-play version of this game and think about how awful it would be. I can see it now; in the middle of a pitched battle, FTL sticks out its hand to ask you for real world money if you want to upgrade your ship’s armor or put out that fire in the med-bay. Sounds like a winner, doesn’t it?

Well crap. I have Enemy Within loaded up on my PC, but haven’t gotten into it yet. I’ve been concern-trolling for months, however, that the whole national panic level versus satellites versus adequate funds balance was at risk of tipping straight over because of all the extra stuff in the expansion; if, that is, Firaxis didn’t go through and thoroughly re-balance the thing. Based on Alec Meer’s review of the expansion it doesn’t sound like they did:

I’ve said this before, but I think the need for rapid, expensive and slow satellite coverage is the weakest part of XCOM. It requires too much, and obtaining those things is too convoluted

It’s deeply illogical, it involves dependency upon dependency upon dependency, and it means that not prioritising satellites over everything else early in the game can lead to an inescapable early game-over later on. This is due to the still-aggravating fact you’re not allowed to carry out all Terror missions when they come up, but instead must choose one of three, and thus have no choice but to increase panic in not just the nations whose missions you couldn’t do, but every nation in the same continent. Too much panic means a nation drops out of funding you, and as well as this limiting your teching up, if enough nations drop out it’s game over. A mess, and not a hot one at that.

So yes, the new upgrades do complicate that fudged system further, but not dramatically – just be mindful that your resources will be stretched more thinly, and try to concentrate on getting more satellites up before you succumb to the temptation of super-soldiers.

Now, to provide full context, Meer clearly doesn’t think it’s a deal-breaker for the expansion, which he’s largely positive on. (This is understatement, it’s a very positive review.) To me, this isn’t a killer, but it remains very worrisome. The satellite/terror level stuff is the weakest part of the game from a conception/implementation standpoint and if there’s nothing there to make it work better and smarter, that’s not a game-killer, necessarily, but it is disappointing.

New recipe, same ingredients. Also, as long as I’m pimping Mr. Meer’s work so slovenly, be sure to check out his review of Burial at Sea Part 1 (of 2), the Bioshock Ininite DLC. Well worth the read. I’ll get to that at some point, but I already wish it didn’t feature more of this:

But as with Columbia, the problem is the attempt to have the monsters co-exist with the men and women of a supposedly functioning city. Infinite’s approach was to simply clear the stage of non-violent life whenever weapons were wielded – a clean switch for sure, and some have defended it as an open admission that the place was consciously a theme park rather than a community, but for me it meant great dissonance. Where is everyone going to? How can the people in this part of the city be so content and unworried when two minutes away there are crazy bastards and open conflict everywhere?

Sadly, Burial At Sea’s long-awaited demonstration of Rapture at its opulent peak pulls the same trick; whether it’s one of technological necessity or deliberate design I of course do not know.


YouTube video

Banners raised. Banner Saga is coming out January 14th. Funded at 7x it’s target goal, it’s not like the game suffered for my having failed to back it, but I always meant to. It looks phenomenal. From the release date announcement:

What’s left to do? We’ll be spending an appropriate amount of time on playtesting, polish and balance. We’ve been getting help from a QA house to help us find and write bugs because the game has become both long and complex at this point. What we originally envisioned as a 6 hour game is probably closer to 15+ hours on the first playthrough, and all the branching variables and additional systems are time-consuming to test. We’ll also be playing through the game a lot to get combat balance in as good a state as we can. Lastly, you may have heard this before, but polish is the difference between a good game and a great game in our minds. Personal touches, transitions and making sure that everything is finely polished is really important to us. For example, we’ve added procedural snow, random events in travel, items in combat, an interactive world map, every godstone in the game and tons of new characters and classes.

Is this cool? It seems like it should be cool. There’s a fresh Kickstarter project, Eon Altar, that I bring up here precisely because I can’t decide if it’s the next neato idea for lovers of pen and paper RPGing or if it’s just kinda lame. Flying Helmet games is looking to sell you on the idea that in-person RPGing can be fun if we all gather ’round a tablet for a little vintagy RPG action and then use our phones to manage our characters.

Among the problems I see from watching this video: That’s not a tablet they’re on, well not in the traditional sense. That looks like a small TV/laptop screen. I could see this being cool with that and everyone else on their personal tablet sized screen. But my 10″ iPad surrounded by a bunch of dudes on their smartphones? That’s a tougher sell in my mind. Also, isn’t part of the boon of getting your buddies together around a table is that it doesn’t involve a screen? Call me a Luddite, but I don’t see my Pathfinder group going to this. Also, the DM is really, really central to this experience and that appears to be wholly missing here. Also, also, pre-generated characters, even if you can customize to your heart’s content, strikes me as counter to whole pen & paper experience.

Trust in Guido? I’ll forgive you for not knowing the name of Guido Henkel, but if you were ever a fan of the Realms of Arkania games, or if you thought Planescape: Torment was a jolly good piece of design, make a point of checking out his new project Deathfire: Ruins of Nethermore.

Looks like a bit like Legends of Grimrock, only more involved, which I’m not writing off, but doesn’t make me want to jump in line with my wallet open. (I liked Grimrock as a fun notalgia trip, but it wasn’t long-lived on my PC.) Like Shroud of the Avatar, it’s not something I’ll fund, but it’s a project worth watching.

RPS 1,372, Microsoft 0. This evisceration of Microsoft’s latest, “No, we love PC gamers, we really do,” is a thing of beauty.

XB1 launch apps. There are lists everywhere. Here’s the one from Joystiq, broken down by region. Wasn’t there supposed to be an Xfinity app? What gives?

Holy shit, you guys! Marvel is creating, and delivering via Netflix, four new live-action superhero series. Those series will feature Daredevil, Jessica Jones, Iron Fist, and Luke Cage. Then they’ll all come together for a Defenders series. Among the many things out there in the universe that are awesome, this so totally ranks.

Speaking of Marvel, Thor 2 is a super-happy-fun-good-time. It’s not without its darker moments, and you can poke holes in it if you must, but it’s like Avengers in that it brings the joy of superheroes to the screen without resorting to god-awful, screen-winking camp. Also, Loki.

Sports journalism lives! Or at least when it comes from the pen of Grantland’s Andrew Sharp, who’s story, The Miami Dolphins and Everything That Will Never Make Sense, is well worth your reading time.

On a note only tangentially related to bullying, but wholly related to football, I’m finding it harder and harder to enjoy watching the sport. I’ve been a fan of football for over 35 years. My dad starting taking me to Michigan games at four years old (dear god is that Michigan offense awful), but the volume of data coming out about CTE and its potential to destroy the very identity of the players who participate is beyond alarming. I know these guys, at the pro level, are not forced to play and they are generally well paid, but just knowing what these guys are doing to each other out there makes enjoying the sport difficult and, in the end, that’s what will kill it.

My son doesn’t have the size or temperament for organized football, but even if he did, not in a million years would I allow him to play. With the NFL the undisputed king of American sports, it’s hard to envision a day when it’s as irrelevant to the sports landscape as boxing, but it will be. Eventually fewer and fewer parents will let their kids participate and the game’s feeder pipe will run dry, as the most gifted and talented athletes of their generations instead lend their abilities to other sports. The NFL knows this, which is why they are in tobacco-company levels of denial and cover-up.


Gravity Rush Impressions – A Tragedy

I wasn’t planning on picking up Gravity Rush, the first retail game for the PS Vita that isn’t a port, an extension of a franchise, or otherwise forgettable. It’s a game- and brand- designed from the ground up for the floundering platform. It leverages the handheld’s strengths while presenting a full “console” experience, as was promised by the Vita’s press copy. I tried the demo Monday night, I was at Gamestop Tuesday morning with a pile of trade-ins, and I left with a copy of the game.

Here’s the rub. This Gravity Rush, like Vita itself, is doomed. It is destined to be underplayed, under-noticed, and undersold. But also like the Vita, it’s not likely to be underappreciated by those who experience it because it’s a really, really damn good game for a really, really damn good platform. Sony’s continued mishandling of the Vita (the company apparently forgot about it at E3) is no more evident than in its failure to release Gravity Rush as the flagship launch title instead of a scaled down, watered down version of Uncharted.

Gravity Rush isn’t a mold-breaking, lightning-in-a-bottle title. It doesn’t create a new genre and its ambitions do not lie in telling a Bioshock-level story. But what is is, and where it innovates, is in bringing together modest ambitions to deliver a supremely solid, highly stylized game that has “cult smash” written all over it. This is a game very much in the old Sega Dreamcast mold, another possible Jet Set Radio. And then there’s that whole gravity shifting thing, which feels completely fresh, novel, and most importantly fun. If you’re whining about how all “they” make anymore is military shooters, here’s one for you.

It’s a superhero origin story game. It’s a surprisingly focused open world one. It’s an action brawler with an upgrade system. It’s a puzzle-platformer and there’s some stealth gameplay. It has that orb thing from Crackdown. And it’s wrapped up in a drop-dead gorgeous comics style that’s as much Marvel as it is Manga. The young protagonist would fit right in with the X-Men.

I’ve only played for about two hours but I love it. It’s dazzled me, it’s delighted me in that short time. Not many games these days do that since so many focus on the Blockbuster Moment, this-world-is-shit angst, or boo-ya murder fantasy. There was one point last night where I was trying to collect these gems and I was floating in zero-G free fall and I was twisting and turning to see them, using the Vita’s gyroscope. I was on my couch with the Vita over my head, eyes toward the ceiling. It was immersive, and the control was dead on so the illusion wasn’t broken by implementation. It’s been done before in other IOS and 3DS games, but nowhere has it been more effective. The thrill of empowerment when you use the gravity ability to walk up walls or fall into the sky is awesome.

But it’s not the same sense of badass power that the Arkham games give you. It’s more like you’re a kid, like Peter Parker, discovering your abilities and how to use them. The first hour of the game is clumsy and awkward. You blow off out-of-bounds often. You fall. You get disoriented. You crash into statues and miss kicks. It makes sense because you’re learning. Some critics have already complained about these elements, of course. They’re missing the point.

I’ve still got 10 to 12 hours to go with the game by accounts. I almost want to stop playing it now in case it becomes repetitive, boring, or loses focus in sidequests during the middle game. Right now, I feel like I’ve played a truly new game and not just for the Vita. Refreshing, joyful, and passionately made games are rare these days and I almost don’t want to spoil it.

A zillion people will play some puzzle-platformer designed by an arrogant ass that claims that Japanese design is dead. But the number of people that will ever get to play Gravity Rush is likely exponentially smaller due its appearance- and in fact, its dependence- on a poorly adopted platform. It doesn’t help that it’s a product marketed by a company that is clueless as to how to sell it or to make consumer want it. Is it worth buying a Vita for Gravity Rush? Hell no. But if you have one (or access to one), this game is as good an argument for the underachieving handheld as anything else. The tragedy is that it may turn out to be one of the best games of the year on any platform.

Zen Pinball iOS Review

As a past addict of Pinball FX 2 on XBLA, I’ve got a soft spot for a solid pinball experience. Despite having had a constantly malfunctioning, but nevertheless awesome, classic racing-themed pinball machine in my basement when growing up, I’ve never been much of a pinball savant. Lack of skill, however, has never stopped my love of knocking that little metal ball around. In a couple of weeks a buddy of mine, who restores old coin up games, is hosting a party to christen his new “barcade” and as much as I’m looking forward to spending time around he and his wife and several of our friends, I have to admit I’m really jonesing for another go at his limited edition Tron Legacy pinball machine.

It’s an incredible piece of work, that thing. It’s also a reminder, however, of how frustrating the viewing angle is when I play Pinball FX2 on the Xbox. Tables are meant to be oriented exactly the opposite of our television widescreens, so it’s always a chore to find a view that I can live with when playing Pinball FX. It never occurred to me it might be different playing such a game on the iPad, where you can rotate the screen in your hand. So last week, upon learning there’s a Zen Pinball iOS app, I rushed to the App Store to give it a go. I wasn’t holding my breath for a great pinball experience, but I’ve been pleasantly surprised. Zen Pinball delivers the goods.

The biggest stumbling block in playing Zen Pinball is just figuring out how to hold the iPad when you’re trying to play. You operate the flippers by touching the side of the screen corresponding to each flipper. Finding a comfortable way to hold your iPad and still have the kind of instant twitch access you need to target a shot while the ball moves at speeds resembling mach 6 isn’t as intuitive as you might like. I had to start removing the SmartCover from my iPad when playing just to take that little extra bit of weight off and make holding it up in portrait orientation a little less unwieldy. I’ve also tried propping the device up with a book under it, laying down on the couch with my knees up and backstopping it with my legs, and just about every other ergonomically impossible setup you can picture. The good news is that once you find a comfortable spot and train your thumbs just a bit, both very doable, the app absolutely sings.

After trying the Williams Collection pinball game on the 3DS, I was dubious that pinball on a mobile platform would ever be for me. The 3D was admittedly pretty awesome used with that kind of game, but the small screen just didn’t provide a good experience. The iPad’s screen is obviously bigger and that helps, but really it all comes down to orienting it so you can see the whole table. There’s no need for you eyes to keep re-focusing on a rapidly panning camera as the ball shoots all over the table. Just like a real table, admittedly a small one, you can shift your focus wherever you need it to be and there’s no need to fight against the game’s camera. That’s a godsend.

If you played Pinball FX 2, you’ll be familiar with the set of tables available. It’s not as broad as the XBLA version, but there are currently six tables, three of the Marvel variety (Captain America, Wolverine, and Thor) and three originals (Sorcerer’s Lair, Excalibur, and Epic Quest). The game only comes with Sorcerer’s Lair, a table I haven’t been able to get into yet. The rest will cost you between 99 cents (for the non-Marvel tables) and $1.99 (for the Marvel variants). I’ve picked up the Captain America table and Excalibur and they’re both excellent quality. I’ve also read some good things about Epic Quest, which I’ll likely make my next addition.

The question of physics is one I’ll touch on only briefly as that’s not something for which I have a good eye. At first glance the games appears smooth and wholly accurate, though perhaps a touch light on the ball weight. After a few hours of play, though, it seems to me the iPad 2 screen is a fraction of a fraction of a fraction off in terms of rendering what you see relative to the ball’s actual position. There are a lot of times where the result I get from a shot doesn’t quite seem to reflect what I’m seeing on the screen, particularly when shooting very low angle shots. This could also be denial that my 37-year old brain can still read and react the way I imagine it used to. In my defense, however, whenever a notification pops up during play, the frame rate slows to a crawl, which tells me the game is pushing my iPad to its limits. It would be interesting to hear from an iPad 3 owner if there’s any difference when played on one of those devices. (Zen Studios has yet to update the app for the iPad 3’s retina display.)

For pinball fans with an iPad, this is a no-brainer download. The base app is free and comes with the aforementioned Sorcerer’s Lair table, which does make swallowing a dollar or two for each additional table not so bad. You can get hours of entertainment from a single table and, for those as confounded by the layout of these things as I tend to be, you’ll be glad to know each of them has an accessible guide in the app that highlights all the different minigames and challenges you can complete to amp up your score. There’s even an Operator’s Menu for those that want to get into a table’s guts and tweak how it operates. And, thankfully, there is hotseat multiplayer for up to four players, along with the obligatory online high score tracking. All in all it’s a good value and an addicting app. Combine the portrait screen orientation that allows full view of the tables with the fact that you can pull it out and play for a few minutes at a go wherever you happen to be makes it all the more attractive relative to the console-based versions. This one gets the ole thumb’s up.

Marvel vs. Capcom 2 Coming to iOS…Next Week

Interesting bit of news from Capcom today and the kicker is that this drops a few days from now.

Today, Capcom announced the impending arrival of the Marvel vs. Capcom 2 App on the App Store for iPhone and iPod touch in North America and Europe. Sporting a robust 56-character roster featuring Wolverine, Ryu, Iron Man and Mega Man, Marvel vs. Capcom 2 gives players the opportunity to pit their favorite characters from the Marvel and Capcom universes against each other in an insane, action-packed tag-team arcade fighting experience.

Staying true to the original release, Marvel vs. Capcom 2 will include the “Variable System,” which allows players to tag in other team members at any time. This system, specifically designed for Marvel vs. Capcom 2 is also key to the execution of the most powerful attack, the “Team Hyper Combo,” where all three members of a team combine their ultimate powers.

The Marvel vs. Capcom 2 App will be released on iPhone and iPod touch on April 25, 2012.

I can feel Barnes readying his Ryu as we speak.