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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.
The
Wii version of Marvel: Ultimate Alliance is in the hands of Vicarious
Visions, and as with the other versions, 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 returning
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.
Up
until last week, no one other than Vicarious Visions and Activision
knew how the Wii version's graphics engine was shaping up. With
the Wii being considered only slightly more powerful than its predecessor,
'glorified Gamecube games' has been the fun term tossed around.
However, now that we have the first official screens of the Wii
version in action, I can say that you will be pleasantly surprised.
While no match for the spectacular Xbox
360, PS3
and PC
graphics, the Wii easily surpasses the PS2
and Xbox
versions. Characters are more detailed, helped greatly by clean
and clear textures. The Fantastic Four make for a great example
of this; with the Thing you can clearly trace the grooves around
the many rock scales of his body from head to waist, and while the
Invisible Woman, Mr. Fantastic and Johnny Storm don't have rock
skin and grooves to trace, details on their costumes that would
have otherwise been smooth really stand out, such as pant seams
and muscle outlines, thanks again to those crystal clear, clean
textures.
Just as the
characters have benefited from the improved textures, so have the
levels; the textures used on the floors and walls have not only been
upgraded over the PS2 and Xbox versions, but they are also much clearer
with more definite features. In one of the unidentifiable levels,
the metal-plated floor has discoloration from wear, while the holes
where the screws were drilled in appear to be sunken. These things
don't look like part of a texture stretched out; they appear to have
actually been built there. These are details originally not thought
possible on the Wii, yet there they are.
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 (including two characters exclusive to the Wii, PS3
and Xbox
360 versions), 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 by 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.
How you control combat has
been completely retooled to take advantage of the Wii controller;
there are five principle gestures you can use for your basic attacks,
each using the Wii-mote - thrust forward for a heavy attack, shake
for a light attack, swipe back and forth for a trip move, tip down
for a stun move, and tip up for a popup move. You can now use combo-ending
moves, such as the popup, at any time - a feature not possible on
any of the other systems. For special moves, of which each playable
character has up to five, simply hold the B button and proceed to
use any of the above gestures, such as shaking the Wii-mote to make
Spider-man shoot webs. This allows you to have use of all of your
super powers at one time, another feature not possible on every
other system, where special moves must be mapped to buttons.
Even though the Wii-mote
gets all of the attacks, that doesn't mean that the nunchuck control
is being left out of the fun. Originally the nunchuck controller
was going to be used for movement using the analog stick and camera
control by tilting the controller. However, Vicarious Visions didn't
think that was enough, so they created another set of gesture moves
to compliment their original ideas - jerk up to pick up objects,
swing towards an enemy while holding an object to toss it in the
gestured direction, tilt up to open doors, while next to an enemy
bring the controller up to block attacks and while running jerk
in a direction to execute a roll or dodge move.
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.
Unlike just about every
other version of Ultimate Alliance, the Wii version contains absolutely
no online components. You can still play through with up to three
other players however, choosing between either cooperative or competitive
modes. Cooperative has you playing through the game from beginning
to end as you'd expect, whereas Competitive sees you playing like
regular co-op, except you are trying to earn more points than the
other players by getting the most kills, doing the most damage and
so on.
Marvel: Ultimate Alliance
is shaping up to not only be an excellent game itself, but an excellent
launch title for the Wii. Not only does it feature innovative and
intuitive controls, but it also features a solid graphics engine
that gives hope to those wondering just how Wii games will look
compared to both the next generation. Wii supporters, Marvel fans
and true believers - playing as your favorite superheroes may never
be the same after Ultimate Alliance.
Previewed by Tony Peters for AceGamez (All Rights Reserved).
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