Marvel: Ultimate Alliance

Review

posted 1/25/2007 by Sean Colleli
other articles by Sean Colleli
One Page Platforms: PC
Raven Software has a good thing going with the coveted Marvel Comics license. They’ve put it to good use with two excellent X-Men titles, Legends and its sequel Rise of Apocalypse. The next logical step was to exploit the entire tight-clad Marvel universe, and that’s basically what they’ve done with Marvel Ultimate Alliance. A show-stealer at E3, Alliance promised to be the most over-the-top super hero dungeon crawler yet. And that’s exactly what we’ve gotten—but just maybe, the caffeine-like rush of this series has begun to wear off.
 
Don’t get me wrong, I thoroughly enjoyed Marvel Alliance, the novelty just wasn’t there this time. So, what I played was a very competent brawler that pushes the boundaries of its series about as far as they’ll go without some grand new innovation. The story is much like that of the Legends games; full of comic campiness, in-jokes, convoluted continuity and geek-out references that would make even Comic Book Guy falter for a second. This game’s story won’t be winning the Pulitzer and it isn’t The Watchmen, but it was never intended to be. It’s a very complicated excuse to throw as many Marvel characters—over 140 of them—into a single game, and it does its job well.
 
The plot boils down to Doctor Doom, Marvel’s uber-villain, gathering up the rest of the world’s rogues gallery and leading them all to a singularly nefarious goal, which I won’t spoil here. Inevitably, the do-gooders of the Marvel-verse band together under the leadership of playboy-billionaire-hero Tony Stark, AKA Iron Man. This gives you the opportunity to pick and choose a team of four legendary heroes, from a possible twenty, and customize it to fit your tastes.
 
There are many positive aspects to this new wider setup, and a few negative ones too. First, the good: once I broke out of the introductory missions, it was awesome to build my own team of heroes and name the team whatever I desired. The amount of customizability might scare off a novice to the series, but tweaking every option of my team was a huge geek rush, especially when all the equipment, costumes and items are faithful to their roots. Within minutes I’d put Spider Man into his symbiote costume, had Wolverine in his classic yellow spandex, with Reed Richards and Electra in there for good measure. If I’d wanted too, I could’ve played the entire game with the Fantastic Four.
 
As I said, however, there are drawbacks. Once you’ve finalized your team, you’d better stick with it—swapping characters around once your banner is solidified is penalized by the loss of renown points and team bonuses. This doesn’t make much sense because other heroes are unlocked as you go, so if a new guy you really want on your team is available after that last mission, you’ll have to start from scratch because one new guy makes a whole new team. You can eventually add heroes to a “waiting room,” so to speak, so they can enter the fray when another one gets knocked out. This is nice as breathing room, but ultimately you’re still limited to a handful of heroes. If you restore your team to its original status later on you pick up where you left off, bonuses and renown included, but that doesn’t help much if you’ve been using a crappy character and want somebody better.
 
Speaking of crappy characters, that’s my second complaint. I know it’s hard to make a game completely balanced, but seriously, some of the heroes in Alliance just felt tacked on. I wanted to try out some of the more obscure characters, but more often than not their powers were uninspired and their attacks weak. It was probably another incentive to stick with a team of four good characters, but I wish every one of the heroes had gotten a chance to shine.

Complaints aside, the gameplay is just as good as it’s always been, just slicker and with a few new bonuses. You’ll still be smashing your way through several comic-style levels, and the environments are even more destructible this time, filled with level-up coins and powerups. The maps are big and the enemies numerous, so at any given time you’ll be laying waste to the minions of evil, although the action gets a kind of jumbled “mosh pit” feeling at times. Health and super power is streamlined now, as your heroes won’t be knocking back elixirs any more to replenish themselves; red and blue powerup orbs burst from defeated enemies and destroyed objects.
Page 1 of 2