Saturday, July 28, 2012

Review: Marvel Ultimate Alliance 2

Welcome back to another edition of 'Stories of Entertainment'.

Continuing off from the last review, "Marvel Ultimate Alliance", its time to take a look at its sequel, simply known as 'Marvel Ultimate Alliance 2'. With the last game ending on a note dealing with an attack from Galactus, what can be expected from the sequel? Nothing of that sort. Really, the Galactus confrontation is just glossed over and not really taken advantage of. One possible story is pushed aside for another.

On a similar note, Vicarious Visions is taking over as the developer of the game, replacing Raven Software from the last game. There is also an update in terms of graphics and controls, which includes a system of combining character powers to form a super move called 'Fusion'. It can be a bit repeditive at times, but it does show a different kind of way to finish of enemies.

Anyway, time to get to the nitty gritty of the game itself. Time to jump right into "Marvel Ultimate Alliance 2"!

(Yep, time for a Secret Invasion-er, War. I mean Secret War)

 So the heroes launch an assault on Latveria, about a year or so after Dr Doom was defeated in the first game. Its ruled by a Lucia Von Bardas who, not surprisingly, has other ideas in store rather than peace between Latveria and America. She even manages to get several villains to work with her as well, which includes Electro, Scorcher, Wizard, and the Tinkerer. Fury manages to coerce the president of the U.S. into launching an attack in Latveria due to Bardas' soldiers committing acts of terrorism.

The heroes manage to push deeper into Bardas' HQ, beating up several villains and soldiers along the way. They reach the main core of the building, soon encountering a powerful robot sent by the Tinkerer. A great battle erupts, with the Tinkerer having used the robot as a distraction to allow him a safe escape. Soon, the entire building falls apart due to a power overload in the core and the heroes escape with their lives intact.

 After a year or so, the heroes get word of some terrorists setting up shop underneath New York City. Ms. Marvel was sent to scout ahead, but hasn't called in. When the heroes arrive, they find Latverian soldiers and robots have set up a base. Villains like the Shocker, Grim Reaper, and Diamondback (with returning villains like Scorcher and Wizard) are also present, now working for a cyber-sized Lucia Von Bardas. As the heroes try to stop them, the villains already launch an assault, using a floating barge to bombard city blocks. In order to stop them, the heroes destroy the cannons on the barge, stop the villains and defeat Lucia Von Bardas once and for all. However, there are darker details here than once realized.

(Kinda expected from an organization with espionage tactics)


So now the government wants to pass the Superhuman Registration Act or the like to get heroes to join up with S.H.I.E.L.D. or be considered outlaws. While some of the heroes venture to Washing D.C. to stake a claim and be heard, another terrorist attack occurs. This time, it is being headed by the villain Titanium Man, who has kidnapped several senators during the assault. As the heroes arrive to kick ass and such, Deadpool appears (saying he was visiting the Cherry Blossom Festival) and just fights the heroes for the heck of it. Deadpool loses, joins team, replacement goldfi-er, Maria Hill appears (new S.H.I.E.L.D. director), gives orders, heroes pursue Titanium Man.

The heroes eventually corner Titanium Man in an underground parking lot, though he escapes during the fight. The senators are saved (which includes a cameo by Stan Lee) and the heroes find Titanium Man at the Lincoln Memorial. A fight breaks out once more, though Titanium Man gets taken down for the long count. Eventually, the Superhuman Registration Act is put on hold, for now...

(Great, now things have hit the proverbial fan)

The Superhuman Registration Act is underway, with some heroes already picking sides between Pro and Anti. Now its time for the player's choice. This is where things get a bit odd, since the Second Act of the game plays similarly when comparing the two sides. The missions take place in the same area, yet involve different characters depending on whose side you're on. For the sake of this review, I'll be talking about it from the Anti-Registration Side, though i will be including bits of the matching bosses in the opposing side. Confused yet? Well, it should get easier as the review goes on.

After deciding which side to go with, the next part of the story begins. A raid by the Pro-Reg side is launched against the Anti-Reg, where the Pro-Reg heroes attack the Anti-Reg heroes temporary HQ, an old Hydra base (global villain organization). While the Pro-Reg have S.H.I.E.L.D. agents, the Anti-Reg manages to get a group of defectors from S.H.I.E.L.D. calling themselves the White Star to help them (named in honor of Captain America).

Anyway, the Anti-Reg side wants you to save your fellow heroes during the raid, sparking an encounter with the spy hero Black Widow (a Pro-Reg side would involve a fight with Spider-Woman). Going deeper into the base shows more fighting between the sides and another appearance from a super hero. This time, its Iron Man's second hand of sorts, War Machine. (Pro-Reg would have to fight the Greek hero Hercules instead). Finally, reaching the heart of the base shows whose been leading the raid: a time traveling mutant. Ironically enough, both sides have their own. For the Anti-Reg, its a fight with Bishop. For the Pro-Reg, its Cable instead. Its interesting to see how these future mutants view the Registration Act differently. Still, your heroes manage to win the battle, only pissing off Iron Man in the process (or Captain America if Pro-Reg).

The next mission involves a convoy of captured unregistered superheroes to a prison known as Prison 42 (real creative name here). With the battle between Pro and Anti going as it is, the Pro side takes a big step in unleashing supervillains on their side. This involves nanites in the villain's body, which allows them to get controlled through a S.H.I.E.L.D. network.

The convoy mission involves the Anti-Reg heroes freeing prisoners to the Pro-Reg heroes trying to defend it. As the heroes follow the path of the convoy, they come across the supervillain-turned-hero Songbird (Prodigy for Pro-Reg) and do battle with her. Soon, the convoys get stopped and prisoners start getting freed. To quell the rampage, the Pro-Reg unleashes one of their supervillains, Lady Deathstrike (for Pro-Reg, its a freed prisoners called Multiple Man). Halfway through the fight, the Thing makes an appearance. Unlike the other superheroes who picked one side of the other, Thing opted out and went into hiding. Not wanting to take this anymore, he decides to help the heroes with their specific sides. Eventually, the heroes come across either Iron Man or Captain America (depending on their side, of course), trying to get their attention. However, it was a lure to get the heroes to meet a much bigger challenge in the form of Yellowjacket for Anti-Reg and Goliath for Pro-Reg. The fight becomes too much for the heroes and they manage to get some assistance. Firestar for the Anti-Reg (and the villain Molten Man for Pro-Reg) arrives to take down their giant opponent and score another victory.

Onto the final mission of the Second Act, involving an accident at a chemical plant. However, for anyone who knows about Marvel's Civil War, you got an idea of what to expect here...

(In a bit of fairness, the Pro-Reg side did strike first here. They had it coming.)

This is where it gets a bit crazy, if only to try and figure out which bosses goes where. It tends to switch up between single boss to dual bosses, so let me just list the ones that actually make an appearance rather than just trying to compare them to opposing sides.

To start, if you chosen the Anti-Reg side, you'll have to face:
Bullseye (supervillain marksman)
Wonder Man (Energy-based superhuman)
She-Hulk (Green powerhouse)
Molten man (Fire-powered supervillain)
Mr Fantastic (Elastic Superhero)
War Machine (Round 2 from the base invasion)
and Iron Man (Boss of Pro-Reg)

If you chosen the Pro-Reg side, you'll have to fight:
Multiple Man (Round 2, or 3 if you count the second fight involving The Thing)
Patriot (Captain America-inspired sidekick)
Firestar (Fire powerhouse)
Dagger (One half of Cloak and Dagger, light manipulation)
Colossus (Steel skinned giant)
Iron Fist (Martial Arts master)
Luke Cage (Streetwise Superhero)
and Captain America (Boss of Anti-Reg)

Anyway, the fight with the boss of either side ends with them getting away and your heroes needed elsewhere. Unfortunately, the situation turns from bad to worse like so...

(Okay, what else would you expect from nanites controlling supervillains? For them to actually work?)

Nick Fury appears (kinda sorta) and gets the heroes to stop the detonate of several fuel depots. Unfortunately, during the fight with Green Goblin and Venom, Nick Fury is unable to stop the last bomb and an explosion occurs. However, the heroes wake up in a secret facility with Nick Fury present, explaining how they tried to stop all the explosions...

(Hurray for duplicate robots!)

So yeah, time to step out of the Civil War and start doing actual super hero stuff. Nick Fury wants them to figure out who is controlling the nanite supervillains if S.H.I.E.L.D. isn't, which requires a trip to Prison 42. Since it is located in another dimension, the plan is to piggy-back on a strike planned by Captain America to the prison through another called Ryker's Island. Once arriving, the heroes do battle against S.H.I.E.L.D. (even if former Pro-Reg, they treat it like you switch sides) and manages to get access to Prison 42 mainframe from Maria Hill herself. (Oh, so much joy taking her down a peg)

Anyway, the heroes make it to the portal room to Prison 42, needing to beat down the guard named Penance first (former Speedball who went all emo). After defeating him, as well as some nanite prisoners who beat on him as well, the heroes learn what has happened to the nanites. Fact is, the nanites have evolved into a hive mind mentality, subverting wills to their own purpose, yet still retaining their own mind and personality. The only reason the world isn't taken over by them yet is that the Pro-Reg side hasn't sent them all out in full force. Now it comes to the task of stopping the nanites. Nick Fury comes along to Prison 42 (since he can't use his robots to go into the other side for him), as well as Penance wanting to help as well. Once on the other side, they manage to find some samples of the nanites and believe they have a shot at stopping the nanite collective.

However, the fight between Iron Man's Pro-Reg and Captain America's Anti-Reg take a turn for the worst inside Prison 42...

(Well, sh*t. If things can go wrong, they will)

So now it comes down to all of the heroes working together to stop the nanite supervillains in Prison 42. This would involve reactivating the portal back to the home dimension, so our heroes head out to reactivate the backup generators. Along the way, the heroes save others who've been captured and are force into joining the nanite collective. Eventually, the heroes manage to get the generators online, with Nick Fury volunteering to stay behind and activate a self-destruct to shut the portal off from Prison 42's side. As the heroes continue to fight, they manage to get through the portal to their home dimension, but end up leaving several heroes, including Nick Fury, behind in the process...

(Suck it, Maria Hill!)

Naturally, since the game isn't over yet, the nanites manage to get out of Prison 42 and start infecting the world. The heroes split up into two fronts: at Stark Tower and in the nation of Wakanda. Nanite controlled soldiers are already attacking the African nation, being accompanied by nanite superheroes like Havok and Justice. Eventually, the heroes manage to push through to secure a barrier around a city, though radio communications have ceased with the force at Stark Tower. As the heroes reconvene with Black Panther, the ruler of Wakanda, they get a message from none other than Nick Fury. Not surprisingly, he's joined the nanite collectivity, now calling itself the Fold, and offers the heroes a chance to spare the heroes at Stark Tower by joining the Fold willingly. The heroes refuse, with the Fold launching Venom, Green Goblin, and Fold-controlled Wakandans against the heroes. Successfully, the heroes push the fold back and manage to capture Venom and Green Goblin in the process.

After the fight, the remaining heroes try to plan out their next attack. They realize that several towers have been set up in countries where the Fold conquered, as a means to spread their control. The heroes decide to use it to their advantage by launching a virus that safely shuts down all members of the Fold. In doing so, the heroes would have the time to free them from the Fold, once they successfully test some new tech on Venom and Green Goblin. With their freedom, the villains agree to help the heroes stop the Fold, if only to get revenge. Comparing notes, the heroes realize a tower located in Iceland would provide the best way to spread out the virus before the Fold could counteract it and set off to the country.

The heroes need to fight through several Fold-controlled people, including several superheroes who have recently been taken over. Whats worse is that the Tinkerer, who not only joined the Fold willingly, but is also helping in upgrading the systems to allow each unit to house every power within the collective. Fortunately, the early development stages are still no match for the heroes and they manage to fight their way to the top of the tower. As they deliver the computer virus to the console, all of the Fold quickly shut down, ending their threat to the world.

However, a surprise boss in the form of a nanite powered Nick Fury appears, channeling several Fold superhero powers as a means to stop the heroes. Despite all that power, even Nick Fury is defeated and the Fold is gone for good. In the end, both Pro-Reg and Anti-Reg sides call a truce and the Registration Act either is turned into an amendment with some changes or completely repealed. (Depending on which side the player chose in the beginning)

So yeah, that was Marvel Ultimate Alliance 2. Compared to its predecessar, its story and gameplay are very much improved, though is ending is rather lacking. Still, the challenges and characters do make this game a good repeat whenever board. Its interesting to see how each side is done. Best of all, it does a better job of telling the 'Civil War' story than in the original Marvel comics.

Until next time...

Marvel Ultimate Alliance 2 was developed by Vicarious Visions.


Thanks to MahaloVideoGames, imthebest6, and Penmaster3000 for the Youtube videos.

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