Marvel vs. Capcom: Magneto attracts attention with gamers

Jan. 28, 2011 | 11:01 a.m.

Marvel vs. Capcom 3: Fate of Two Worlds

A great deal has changed since gamers last pitted villains and heroes from the Marvel and Capcom universes against one another in Marvel vs. Capcom 2: New Age of Heroes. That fighting game debuted in arcades — yes, arcades — in early 2000. Now, more than a decade later, Marvel vs. Capcom 3: Fate of Two Worlds is about to arrive for Xbox 360 and Playstation 3. Here at Hero Complex, to prepare for that Feb. 15 release, Mike Winder is doing a series of posts looking at the game’s Marvel villains, their history and their combat moves. Today: Magneto

magneto Marvel vs. Capcom: Magneto attracts attention with gamers

Magneto (Marvel/Capcom)

Another Stan Lee and Jack Kirby creation, super villain Magneto first appeared in “X-Men No. 1 (1963) and is that superhero team’s longtime arch-nemesis. Born Max Eisenhardt (but frequently known as Erik Lehnsherr), Magneto is a Holocaust survivor whose parents were murdered in Auschwitz, an event that left him with a deep distrust of humanity. A powerful mutant with the ability to generate and manipulate magnetic fields, Magneto believes mutants are destined to rule the planet (he refers to mutants as belonging to the species “homo sapiens superior”) and that coexistence with humans is simply impossible.

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Want to make your adversary look like a member of “homo sapiens inferior?” Then you best learn Mr. Lehnsherr’s “Magnetic Tempest,” in which he first suspends his opponent in the air and then blasts them with a flurry of metal. “That’s classic Magneto, keeping it simple” said Seth Killian, special adviser to the game, who points out that Magneto’s game play is a fan favorite.

And with a franchise that’s been dormant for a decade, making sure fans get an experience where game play is as complex and flexible as it was in the series’ previous incarnation is key. “People have been playing Marvel vs. Capcom 2, not as a nostalgic thing, but as a serious competitive enterprise for 10 years,” added Killian. “In video game terms, that’s an eternity.”

—Mike Winder


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