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Though it seems like a no-brainer in retrospect, the best-selling
X-Men Legends was the first real console attempt at giving gamers
a more RPG-like experience with popular comic book characters. Combining
the action heavy fight scenes and engaging story of the comics with
an RPG's slower progression, team-based fighting and level building,
developer Raven Software (with the backing of publisher Activision)
was able to capture the true essence of the X-Men unlike anyone
had before them. Following this up with the equally great, though
very similar, X-Men
Legends II: Rise of Apocalypse, the formula was beginning to
taste a bit stale. If there was to be a sequel, the formula needed
to be mixed up to be successful again.
With
Marvel: Ultimate Alliance, the formula has not only been mixed up
- it's been rewritten from the ground up and mutated like some of
the X-Men's finest, in hopes of outdoing Raven's previous efforts.
There is nothing held over from the previous games that returned
without some sort of tweak or makeover; everything from graphics
to fighting to story interaction has all seen their share of changes
- for the better. Need more in-depth recommendation before you bite
into my fresh, piping hot hype burger? Then step this way!
Ultimate
Alliance opens with a phenomenal CGI video that puts every single
video in X-Men Legends to shame. Dr. Doom, now leading a super-villain
super group known as the Masters of Evil, is laying an attack down
on Nick Fury's S.H.I.E.L.D. helicarrier. Fury calls into action
Captain America, Thor, Wolverine and Spider-Man to take care of
Doom's robot army and protect the helicarrier. As Captain America
hands out orders to the group, and Wolverine tells him to shove
it and heads off to rip apart robots as he pleases, we are treated
to the stylish destruction left in the wake of professional super
heroes.
Though
I was never a fan of the former games' CGI videos, finding the characters
hokey and having almost no resemblance to their in-game selves,
Ultimate Alliance takes an extremely realistic look, as if they
were being designed for a movie and not a game. Check out the video
on the official Ultimate Alliance website - every inch of it screams
of a professional Hollywood production and only standing it next
to the real thing could the authenticity of these videos be challenged.
Close your mouth - it's not good for your keyboard to be covered
in drool.
Once
the video ends and the game begins, as with X-Men Legends, the graphic
engines completely change. While the current-generation versions
of Ultimate Alliance sport improved graphics over X-Men Legends,
they still share too much in common to really be considered a huge
upgrade; the character models are based on the more realistic models
in the CGI videos, but when put into the cartoon-like graphics engine,
they lose a lot of detail and depth. Only the biggest of character
specific details are given depth, such as the spikes on Ghost Rider's
jacket, Wolverine's claws and Thing's forehead. The obvious reason
for this is performance over prettiness, as it helps to keep everything
animated fluidly and minimize slowdown, which is important when
taking down a screen full of bad guys.
Levels
are rendered in 3D, with crisp, detailed textures and nice mood-setting
props such as rock slabs and broken pillars in the Atlantis level.
To be honest, every aspect of the Atlantis level looks awesome,
but then there are levels that look rather bland and flat, such
as one that appears to be a base of some sort. But the case was
included in early shots and could look radically different and more
in line with the recent Atlantis screen shots.
If
any of my graphic talk has sounded like a turn off to you, check
out one of our previews for the next generation versions (Xbox
360, PS3
and PC)
- you'll discover that Raven have gone out of their way to fine
tune the graphical performance of these versions with a completely
different, and far superior, in-game graphics engine, based upon
the aforementioned awesome CGI videos.
Before
you head off to fight the Masters of Evil, you have to pick a team
of super heroes to control. At the beginning of the game you can
choose between 20 superheroes, hitting most of the perennial Marvel
favorites such as Spider-Man, Wolverine, Captain America, Human
Torch, Ghost Rider, with even more to be picked up as the game progresses.
While you can play constantly changing out your characters, Raven
has implemented a new universal team upgrade system to reward those
who stick with the same group of characters for most of the game.
You create a team from scratch, or recreate existing teams in the
Marvel canon, then give your team a name and logo. As you make your
way through the game, your team gains a reputation not only for
what they do but how they work together. The higher the rep, the
better the bonuses provided.
Now
you are ready to take your team out into the world and beat the
teeth out of any and all baddies that cross your path. The story
itself will take you to over seventeen different locales ripped
straight from the pages of the comics, giving you the chance to
interact with over 140 different Marvel characters. You'll go underwater
to help Namor and the sunken city of Atlantis. On the home planet
of the alien Skrull, you'll fight the giant, world-eating Galactus.
Visit Murderworld, Arcade's vicious and violent madhouse, which
thankfully borrows no visual cues from the lame 16-bit version seen
in X-Men/Spider-Man: Arcade's Revenge.
Though
it is unknown at this time if these will up the total of locales,
there are also character-specific classic comic book battles, known
as Heroic Missions, that can be unlocked along the way. By finding
comic book icons hidden throughout the game, you will be able to
unlock and play through these missions, which are being labeled
on the official site as "legendary Marvel battles." Raven and Activision
are keeping the exact details on these missions close to their chests,
but look here for more details on this awesome extra as it is released.
All I can say is any comic fan reading this will have their brain
working overtime to think of what battles they would like to see
relived digitally - I know mine is!
Story
progression no longer consists of your team running through each
level, completing objectives and moving on with no consequences,
as Ultimate Alliance forces you to face the consequences of the
choices you make; the missions you accept or pass on, the objectives
you complete or fail, the characters you welcome into your fold
or refuse - all of these will factor into how the story unfolds
and which of the multiple endings you receive. This would have been
harder to implement using the X-Men, as they are mostly an inclusive
and cohesive team, but when you tap into an entire comic book universe
for your game, there are too many different opinions and beliefs
held for everything to work out 'just right' every time. This is
a wonderful addition that will create a different experience each
time you play through, greatly increasing the replay value.
The
fighting system and character progression have also seen their share
of changes. Combat is the one thing that has seen the least changes
from X-Men Legends, but the addition of charge attacks (such as
being able to throw and control Captain America' shield!) and the
ability to attack while flying and underwater (hopefully this means
your characters won't die if they fall into water any more) should
add something to the tried and true action-RPG formula. Grappling
and destructible environments are also being touted as features,
but how they have changed from the previous games, other than being
able to pick up a big sword to chop up baddies, I have yet to see.
The
experience point and upgrading system have been completely ditched;
in its stead is a 'skin' system. Instead of earning points to spend
on upgrading skills or learning new ones along with upgrading stats,
you will unlock new skins, be they different looks or just different
costumes to equip. Each new skin is based upon costumes worn in
the past by each character and Raven is hoping to have each one
play differently, with different stat bonuses and skills. How many
skins will be available, as well as how many per character, are
still under consideration while balancing issues are worked out;
I can understand the problem, as not every one of the 20+ playable
characters has as many different skin/costume choices as characters
like Spider-Man and Wolverine.
If
the robust offline experience is just not enough then you can take
the experience online with up to three other players. You can either
play through cooperatively from beginning to end, or you can challenge
other players with a competitive co-op mode, where you as you would
in regular co-op, except you are trying to earn more points than
your competitors by getting the most kills, doing the most damage
and so on. By winning enough matches online, you can even unlock
new skins!
Marvel:
Ultimate Alliance should have little problem living up to all the
hype being lavished upon it by myself and many other fans - Raven
Software have taken their successful X-Men Legends formula, reinventing
it to produce a fresh experience before heavily coating it with
the entire Marvel universe. This is one sweet treat that no action-RPG,
let alone Marvel, fan should be without come this holiday season.
Previewed by Tony Peters for AceGamez (All Rights Reserved).
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