Marvel Ultimate Alliance
Decent Single / Co-Op RPG Amidst Some Fumbling Motion Controls
Posted April 2, 2007
Marvel: Ultimate Alliance is a Marvel fan's wet dream of a video game. It's a beat 'em up journey through a save-the-world storyline with a multitude of character combinations available throughout the entire process. Upgrading the characters' armor, powers, and attributes adds to a fantastic notion. Needless to say, this game is a terrific idea in conception that worked quite well across all platforms. Plus, seeing as how the same development crew behind the X-Men Legends series developed this new adventure, quality is assuredly going to surface.
Where Marvel: Ultimate Alliance suffers on the Nintendo Wii is within some fairly unavoidable console weaknesses. Within the Wiimote and Nunchuk control scheme, much is left to be desired through a fumbling array of motion controls. That aside, Marvel:Ultimate Alliance's Wii port is packed with exuberant action, goofy nostalgic tie-ins, and some fairly in-depth role-playing upgradeability.
The Plot / Story Ambiance:
What else could the plot possibly be for Marvel: Ultimate Alliance? It's time to gear up and save the world from an equally potent alliance of antagonists known as the Masters of Evil.
To be specific, Dr. Doom is at the center of all this mischief, causing havoc upon the forces of good. An attack upon an in-flight vehicle trafficking members of S.H.I.E.L.D. requires Nick Fury to dispatch a distress call towards four superheroes: Wolverine, Spider-Man, Thor, and Captain America. Once there, all hell breaks loose as this formation of uber-powerful heroes start to engage the enemy with rampant aggression.
There's not much initial build up regarding storyline once Marvel: Ultimate Alliance leaves the starting gate. The conflict rises like a slap in the face, lays the tracks for progression, and then allows the initial tension to swell like a train flying downhill. With the dark, explosive initial cutscene, the momentum grips the team and takes them along for the wild ride from the start. From there, control lies within the hands of the player. A foundation is established at the beginning for an ominous plotline with a simple purpose. Much like a comic book, plot eccentricities become layered atop one another, formulating challenging scenarios one right after the other.
Don't go in expecting Shakespearean dialog amidst this storyline. Most of the spoken lines breach upon utter annoyance. Some of the spoken clips are so sugary that they can be entertaining; however, there's easily an equal portion that’s just as grating. Most of the tag lines after one of the heroes defeats an enemy tickle these annoying boundaries. Some are relatively entertaining, including the quips from Wolverine and Spider-Man. Likewise, there's some that get quite old rather quick. Thankfully, the fiery rock-inspired score thumping alongside these voices drowns out a fair portion of the camp.
Marvel: Ultimate Alliance's plot is just substantial enough to carry the legion of warriors from location to location to discover the next suspenseful fold. It makes no bones about the presentation's key feature: pitting favorite characters against favorite villains. Once the player is fully engaged within the storyline and access to save points is granted, then a different character selection can be accessed through a great group selection screen. Initially, the available characters are quite an assortment of old classics and mildly overlooked gems. However, as the game progresses, many interesting additions can be further unlocked, opening up a myriad of different possibilities for the teams.
With a straightforward concept, a variety of playable characters, and some relatively jubilant dialog, the full Marvel: Ultimate Alliance experience is campy, fun entertainment in a high order. It's not supposed to be art, by any means. The epic developments and layered complications upon the simple plot do add some discernibly interesting twists. In all, the story serves as a rip-cord from point to point so the deep, highly refined combat can guide the experience.
Gameplay:
Followers of the X-Men Legends series should feel at home with Marvel: Ultimate Alliance. Grasping a typical hack and slash role-playing formula a la numerous other fantasy RPGs for other consoles, this new comic adaptation gem is all about prowess and skill development of favored X-Men characters. These points are upgradeable, of course, by the amounts of enemies attacked and taken down. It's a fairly in-depth upgrade system, spanning from melee tactics and their potency to physical attributes. Accessing each character during combat is effortless – a simple press on the directional pad accesses one of the four characters currently scurrying amidst the screen.
Unique powers are allocated to each character, which is a mixed bag of similarly effective attacks. Each character has a unique feel to their persona that reflect on classic abilities, such as Wolverine's adamantium berserk attacks, Spidey's web-slinging, and Human Torch's ability to fly while ablaze. There's not a terrible difference in effectiveness between web pellets shot from Spidey's wrists and blasts from Moon Knight. Also, each character seems to have similar melee fighting skills, including an empowered downward punch that seems standard across the board. One thing that does surface between selections of individual characters is "team bonuses". If specific characters are selected that are members of specific teams, then specific bonuses shift into play, such as added strength percentages, etc.
Marvel: Ultimate Alliance was conceived to be a controller console game. It's quite obvious, since the Wii control scheme seems shackled to such poise. Though some liberties have been taken by utilizing the Wii's motion-sensor capabilities, most of the trigger commands rely on a simplified button scheme. When the Wii's Ultimate Alliance feels most comfortable is when the controller and adapter are kept fairly static. Once kept stationary, the button-mashing gameplay is a lot of fun. Simple button controls for attacking, jumping, and movement feel familiar and quite solid.
Special moves can be accessed by swinging the Wiimote in a variety of different ways. The result, however, is lacking much usefulness and feels stapled onto the presentation. A series of thrust, swing, and lifting interfaces are introduced at the beginning of the game to further acclimate the player. Even with a bit of conditioning, these controls just aren't well executed or terribly original. Luckily, using the A and B button at the same time will access the same attacks. A few points of the Wiimote and Nunchuk's controls do work, however. One is the rotation of the camera angle. Though it can be quite sensitive at times, using the Nunchuk as a rotary turntable for the camera angle can be quite nifty. If the Nunchuk is accidentally positioned at an angle while running on in battle, however, it can start to spin out of control. If the controls are kept at a static point, much like an analog, non-sensor based controller, then the scheme works just fine.
Graphics:
There's some panache and polish that seems to be lacking from the visuals in Marvel: Ultimate Alliance. Comparing this Wii edition to the Xbox 360 and PS3 visuals is a moot point not even worth the time of day. Taking a look at the visuals between current-generation multiplayer RPGs, like Dark Alliance II and Norrath, and the Wii's choppy visuals is a little bit discouraging. From those other examples, it's obvious that stripped-down graphical presentations can still look great with two, three, and four players running amuck at the same time.
This isn't to say that Marvel: Ultimate Alliance looks horrible in comparison; in fact, it looks like a fairly strong, mediocre current-generation game. All of the character models looked pretty well-tuned and quite colorful. The environments are fairly complex, if not a bit on the repetitive side. One point in the graphical poise that isn't terribly engaging is the repetitiveness of the enemies, excluding the bosses. The same fairly uninteresting drones seem to flood the heroes on a constant basis, dependent on level. It's only once the numerous boss battles wedge in between these mundane stretches does variety rear its spicy head. What does appear to be well conceived are the cutscenes running off the Wii's engine. They're pretty impressive, showing exactly what could be in store later down the line for this new system. Overall, the graphics in Marvel: Ultimate Alliance keep the game moving without providing anything stellar.
Audio Presentation:
Marvel: Ultimate Alliance works off of a Pro Logic II sound presentation. In short, it's not an aural onslaught. Sound effects are fairly well executed without providing much substantial oomph. The playfully campy dialogue sounds fairly clean throughout. Where the missed opportunity lies is within the score. The soundtrack is actually quite enthralling, full of adrenaline and power that mirrors the tone of the gameplay quite well. However, even with a bit of fiddling with the audio controls in the Options menu, the music still sounded muffled and lacked the crispness that could've added some punch to the entire presentation. Marvel: Ultimate Alliance still sounds good, but it could’ve sounded a lot better.
-----
Final Thoughts:
Fans of multiplayer action-adventure RPGs and of the Marvel universe should be pleased with Marvel: Ultimate Alliance. The sheer abundance of entertaining four-member teams that can be assembled is a blast on its own. Combined with great static gameplay and in-depth upgradeability, this deep incarnation from the creators of X-Men Legends is well worth a look. Though the motion controls are a bit strained and ill-conceived on the Wii, that hurdle can be easily crossed without any frustration and shouldn't be a deterrent. Marvel: Ultimate Alliance deserves a meaty Recommendation.
Where Marvel: Ultimate Alliance suffers on the Nintendo Wii is within some fairly unavoidable console weaknesses. Within the Wiimote and Nunchuk control scheme, much is left to be desired through a fumbling array of motion controls. That aside, Marvel:Ultimate Alliance's Wii port is packed with exuberant action, goofy nostalgic tie-ins, and some fairly in-depth role-playing upgradeability.
The Plot / Story Ambiance:
What else could the plot possibly be for Marvel: Ultimate Alliance? It's time to gear up and save the world from an equally potent alliance of antagonists known as the Masters of Evil.
To be specific, Dr. Doom is at the center of all this mischief, causing havoc upon the forces of good. An attack upon an in-flight vehicle trafficking members of S.H.I.E.L.D. requires Nick Fury to dispatch a distress call towards four superheroes: Wolverine, Spider-Man, Thor, and Captain America. Once there, all hell breaks loose as this formation of uber-powerful heroes start to engage the enemy with rampant aggression.
There's not much initial build up regarding storyline once Marvel: Ultimate Alliance leaves the starting gate. The conflict rises like a slap in the face, lays the tracks for progression, and then allows the initial tension to swell like a train flying downhill. With the dark, explosive initial cutscene, the momentum grips the team and takes them along for the wild ride from the start. From there, control lies within the hands of the player. A foundation is established at the beginning for an ominous plotline with a simple purpose. Much like a comic book, plot eccentricities become layered atop one another, formulating challenging scenarios one right after the other.
Don't go in expecting Shakespearean dialog amidst this storyline. Most of the spoken lines breach upon utter annoyance. Some of the spoken clips are so sugary that they can be entertaining; however, there's easily an equal portion that’s just as grating. Most of the tag lines after one of the heroes defeats an enemy tickle these annoying boundaries. Some are relatively entertaining, including the quips from Wolverine and Spider-Man. Likewise, there's some that get quite old rather quick. Thankfully, the fiery rock-inspired score thumping alongside these voices drowns out a fair portion of the camp.
Marvel: Ultimate Alliance's plot is just substantial enough to carry the legion of warriors from location to location to discover the next suspenseful fold. It makes no bones about the presentation's key feature: pitting favorite characters against favorite villains. Once the player is fully engaged within the storyline and access to save points is granted, then a different character selection can be accessed through a great group selection screen. Initially, the available characters are quite an assortment of old classics and mildly overlooked gems. However, as the game progresses, many interesting additions can be further unlocked, opening up a myriad of different possibilities for the teams.
With a straightforward concept, a variety of playable characters, and some relatively jubilant dialog, the full Marvel: Ultimate Alliance experience is campy, fun entertainment in a high order. It's not supposed to be art, by any means. The epic developments and layered complications upon the simple plot do add some discernibly interesting twists. In all, the story serves as a rip-cord from point to point so the deep, highly refined combat can guide the experience.
Gameplay:
Followers of the X-Men Legends series should feel at home with Marvel: Ultimate Alliance. Grasping a typical hack and slash role-playing formula a la numerous other fantasy RPGs for other consoles, this new comic adaptation gem is all about prowess and skill development of favored X-Men characters. These points are upgradeable, of course, by the amounts of enemies attacked and taken down. It's a fairly in-depth upgrade system, spanning from melee tactics and their potency to physical attributes. Accessing each character during combat is effortless – a simple press on the directional pad accesses one of the four characters currently scurrying amidst the screen.
Unique powers are allocated to each character, which is a mixed bag of similarly effective attacks. Each character has a unique feel to their persona that reflect on classic abilities, such as Wolverine's adamantium berserk attacks, Spidey's web-slinging, and Human Torch's ability to fly while ablaze. There's not a terrible difference in effectiveness between web pellets shot from Spidey's wrists and blasts from Moon Knight. Also, each character seems to have similar melee fighting skills, including an empowered downward punch that seems standard across the board. One thing that does surface between selections of individual characters is "team bonuses". If specific characters are selected that are members of specific teams, then specific bonuses shift into play, such as added strength percentages, etc.
Marvel: Ultimate Alliance was conceived to be a controller console game. It's quite obvious, since the Wii control scheme seems shackled to such poise. Though some liberties have been taken by utilizing the Wii's motion-sensor capabilities, most of the trigger commands rely on a simplified button scheme. When the Wii's Ultimate Alliance feels most comfortable is when the controller and adapter are kept fairly static. Once kept stationary, the button-mashing gameplay is a lot of fun. Simple button controls for attacking, jumping, and movement feel familiar and quite solid.
Special moves can be accessed by swinging the Wiimote in a variety of different ways. The result, however, is lacking much usefulness and feels stapled onto the presentation. A series of thrust, swing, and lifting interfaces are introduced at the beginning of the game to further acclimate the player. Even with a bit of conditioning, these controls just aren't well executed or terribly original. Luckily, using the A and B button at the same time will access the same attacks. A few points of the Wiimote and Nunchuk's controls do work, however. One is the rotation of the camera angle. Though it can be quite sensitive at times, using the Nunchuk as a rotary turntable for the camera angle can be quite nifty. If the Nunchuk is accidentally positioned at an angle while running on in battle, however, it can start to spin out of control. If the controls are kept at a static point, much like an analog, non-sensor based controller, then the scheme works just fine.
Graphics:
There's some panache and polish that seems to be lacking from the visuals in Marvel: Ultimate Alliance. Comparing this Wii edition to the Xbox 360 and PS3 visuals is a moot point not even worth the time of day. Taking a look at the visuals between current-generation multiplayer RPGs, like Dark Alliance II and Norrath, and the Wii's choppy visuals is a little bit discouraging. From those other examples, it's obvious that stripped-down graphical presentations can still look great with two, three, and four players running amuck at the same time.
This isn't to say that Marvel: Ultimate Alliance looks horrible in comparison; in fact, it looks like a fairly strong, mediocre current-generation game. All of the character models looked pretty well-tuned and quite colorful. The environments are fairly complex, if not a bit on the repetitive side. One point in the graphical poise that isn't terribly engaging is the repetitiveness of the enemies, excluding the bosses. The same fairly uninteresting drones seem to flood the heroes on a constant basis, dependent on level. It's only once the numerous boss battles wedge in between these mundane stretches does variety rear its spicy head. What does appear to be well conceived are the cutscenes running off the Wii's engine. They're pretty impressive, showing exactly what could be in store later down the line for this new system. Overall, the graphics in Marvel: Ultimate Alliance keep the game moving without providing anything stellar.
Audio Presentation:
Marvel: Ultimate Alliance works off of a Pro Logic II sound presentation. In short, it's not an aural onslaught. Sound effects are fairly well executed without providing much substantial oomph. The playfully campy dialogue sounds fairly clean throughout. Where the missed opportunity lies is within the score. The soundtrack is actually quite enthralling, full of adrenaline and power that mirrors the tone of the gameplay quite well. However, even with a bit of fiddling with the audio controls in the Options menu, the music still sounded muffled and lacked the crispness that could've added some punch to the entire presentation. Marvel: Ultimate Alliance still sounds good, but it could’ve sounded a lot better.
-----
Final Thoughts:
Fans of multiplayer action-adventure RPGs and of the Marvel universe should be pleased with Marvel: Ultimate Alliance. The sheer abundance of entertaining four-member teams that can be assembled is a blast on its own. Combined with great static gameplay and in-depth upgradeability, this deep incarnation from the creators of X-Men Legends is well worth a look. Though the motion controls are a bit strained and ill-conceived on the Wii, that hurdle can be easily crossed without any frustration and shouldn't be a deterrent. Marvel: Ultimate Alliance deserves a meaty Recommendation.

