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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 returning from the previous games 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.
Oh, would now also be a good time to mention the next-generation
exclusive hi-definition versions of these movies? Close your mouth
- it's not good for your keyboard to be covered in drool.
Once
the video ends and the game begins, again unlike X-Men Legends,
the same graphical look is carried over - no more ugly cel-shaded
character models, rendered flat and lacking in details. The characters
you control are derived from their video counterparts, and though
not on the same level, still look wonderful. This sounds like a
bit of a letdown, but we're still a long way off getting CGI quality
in-game graphics and it's hard not to appreciate the attention to
detail that can only be seen upon closer inspection on a next-generation
system. The line breaks in the Thing's rock skin are indented, with
each rock scale a different burst of brown shades, some even having
individual damage. The scales on Captain America's costume are each
fully visible, the stars and "A" emblems stick straight out. Ghost
Rider's jacket, pants and boots each has every spike, flap and pocket
fully rendered.
All
of that is nice, but seeing the extra attention paid to things like
lighting, particle effects and shadows really put the next-generation
versions over the top. Iceman, known for his fully iced body, is
easily one of the best examples for all of those things. As he moves
around the levels, his body reflects all the light sources - not
only that, but the amount of light reflected changes with the lighting
source and its distance from him. Is the lighting source in front
of him? Well, his back will be in the shadows then and is rendered
in real-time accordingly. He also has some freezing moves that not
only have snow particle effects coming off them, but each flake
refracts light differently, just as real snow does!
Each
location you visit is brought to life with the same care and detail
given to the characters. Textures are no longer completely flat
but have indented and embossed details. Take one of the main rooms
in the level set in the Mandarin Palace for example - walking on
the waxed hardwood floors and the huge dragon carpet looks great
as it is, but unleash an attack that emits a large amount of light,
like just about everything the Human Torch does, and you'll see
the ridges in each plank, some of which are slightly more raised
than the others. The dragon on the carpet that originally seemed
flat, is actually slightly embossed, making the details of it come
through just that much more. Oh no, you did it again, didn't you?
Maybe a bib or drool band would keep you from using your keyboard
as a towel. Tsk tsk. There are just too many examples of the extra
detail put exclusively into the next-generation versions that I
can't even come close to listing them all here. But part of the
fun of playing this game will be seeing these firsthand and discovering
them for yourself.
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 Xbox 360, PS3
and Wii
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 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 earn achievement
points to 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
that same formula to make it fresh again before dipping it into
a next-generation graphical sauce. The end of October just can't
come fast enough!
Previewed by Tony Peters for AceGamez (All Rights Reserved).
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