article was originally featured on sleeperhit.net

The idea behind the Marvel Ultimate Alliance franchise is great on paper: Take your favorite Marvel superheroes and make your own team to fight the forces of evil. To a comic book nerd this idea is a dream come true. But the franchise has let us down before, and Marvel Ultimate Alliance 2, by Vicarious Visions, is only so much of an improvement.
The premise of MUA2 is based around Marvel’s 2006-2007 series, Civil War. The Civil War is sparked by the reckless behavior of a naïve super team that plunges the entire Marvel Universe into chaos and pitts friend against friend and Avenger against Avenger.
In this war of ideologies the super hero community was split in two, each side lead by a strong leader, and backed by certainty of righteousness. Iron Man backed the pro-registration act, a bill that would have all superheroes become government workers and essentially a super police force, while Captain America stood for the individual rights of all heroes and lead the anti-registration movement.
The anti-registration movement eventually lost after Captain America’s surrender and his realization that heroes were no longer fighting for the common good of the people they swore to protect. In the comics, the events of the Marvel Civil War eventually lead to the assassination of Captain America, the downfall of Iron Man, and the rise of Norman Osborn, Spider-man’s long time foe the Green Goblin.
The problem with MUA2 is it’s only loosely based on the comics. The first half of the game follows the story set in the seven-book series, down to every panel and dialogue box. The second half goes off on an odd tangent that isn’t anywhere near as compelling as the comics it’s supposed to be based on.
If you’ve read the comics this is a huge disappointment, because the events of the civil war had a profound impact on the Marvel Universe. If you’re oblivious to the original storyline then it’s just another mediocre story with superheroes that happens to look pretty.
The graphics are a huge improvement over the first game. The 24 playable characters look great and are fantastic interpretations of the print superheroes. The powers are impressive to look at, while the levels are colorful and highly detailed. Later in the game when you’ll explore the Black Panther’s techno-jungle home of Wakanda, which is a delight to behold.
The camera is another improvement and easily the most notable change from the first Marvel Ultimate. The camera is now closer to the action and gives a better perspective of the gameplay, making it more fun overall. But it does occasionally revert to being too far away.
Control wise, the game hasn’t evolved much from the original. The one addition to the control scheme is the fusion powers that mix-and-match two heroes’ powers for devastating effects. If you add Thor’s control over lightning to Captain America’s star-spangled shield you get arcs of electricity bouncing off the shield and frying the enemies who are unlucky enough to stand in the way.

The problem is there are only three fusion match-ups: clearing, guided and targeted. This drastically limits the effectiveness of certain teams if they lack specific powers like energy or elemental. This can force players to select heroes they don’t care about for the sake of one fusion power. And when you can’t have the team you want, be as effective as one that fits the mold it defeats the purpose of the Ultimate Alliance games
The targeted fusion power – which has two characters perform some variation of the fastball special made famous by Wolverine and Colossus–is the only real efficient way of taking down bosses and ultimately makes the boss’ fights less of a challenge and more of an inconvenience, since gamers will have to mash buttons to charge up for another fusion attack.
Another simplified aspect is the character customization. Vicarious Vision gutted the majority of the features from the two X-Men Legends games and the first MUA, leaving gamers with very few options and a lack-luster customization tool set.
Gamers won’t be able to equip items with the wide variety of attributes seen before, like poisoning strike or increased critical hit percentage. Players now have to pick three attributes which the entire team will share. It doesn’t seem like much but it greatly limits the combinations available.
Like other action games, as the heroes level up gamers will be able to spend points on both passive and active skills. The problem here is that the game doesn’t broadcast when characters level up. This left me checking my character stats to see if there were more points to spend. And if you go too long without checking the character sheet the game will automatically spend the points. The changes can be undone but it’s insulting to have a game auto spend experience points for you.
The last details that seals MUA2’s fate are the things taken away from the first game that made it a memorable comic book experience. This time around, there are no specific missions for heroes and fewer alternate costumes. This disappoints because of the amount of history characters like Captain America, Iron Man and the fantastic Four have. After all Marvel did just celebrate their 75th anniversary. This is ultimately a disservice to comic book fans and gamers.
Marvel Ultimate Alliance 2 is a game of give and take. Every time something new is given or fixed, something that wasn’t broken is taken away. The game is fun to play but when compared to a great comic book game that holds true to its roots—say, Batman: Arkham Asylum—MUA2 can’t compare and ends up feeling quite mediocre.




The Xbox 360 and PS3 versions, which the development team says are almost identical across all fronts, will use the right analogue stick for improved passing and defense mechanics. When playing defense, gamers can push the right stick in any direction making blocks more accurate. The development team simplified the passing mechanics that many considered clumsy in 2K9. Instead of the timing-sensitive button presses, gamers hold the pass button down until their player has possession of the puck, only to release it, passing the puck in the process.








Video games that are More Lego Than Lego
Tags: building games, building video games, CCFC, Childhood, ESRB, LEGO, LEGO games, Toys, video games
LEGOs have been a staple of childhood’s creative playtime in the US since their arrival from Sweden in 1962. Now kids and adults are re-exposed to the brand in a digital form through Traveler’s Tales numerous LEGO inspired games.
LEGO Star Wars started the trend in 2005. And roughly every year after, the video game industry has seen a steady flow of LEGO games based off movies like Indiana Jones and Batman. The LEGO craze continues with a new “LEGO Indiana Jones 2” and “Harry Potter: Years 1-4” that are slated to be in stores this fall and 2010 respectively. And let’s not forget the new musical venture appropriately called LEGO Rock band due out this fall.
What TT Games hasn’t done over all these versions of the same basic game is make a LEGO game that allows players to freely build structures and contraptions. Something one children’s advocacy group says is just as damaging to young consumers—whom the games are marketed for—as the commercialization of the LEGO brand.
The Campaign for a Commercial-free Childhood, or CCFC, is a group of healthcare providers, educators and parents who argue that the over commercialization of a child’s playtime will hinder their ability to develop critical thinking skills and their budding imagination. The CCFC calls out the LEGO brand and Traveler Tales’ LEGO Batman specifically. Arguing that the brand once promoted creative play and self expression but now don’t. Instead the LEGO brand now settles for a partnership with successful movie franchises.
LEGO Batman was even nominated for the CCFC’s “TOADY” award (Toys Oppressive And Destructive to Young children) which is a spoof of the Toy Industry Association’s toy of the year award. The reasons against the caped crusader’s LEGO game aren’t your usual “it’s too violent” talking points. It’s that the game came out to promote Christopher Nolan’s “Dark Knight” and had spin-off prizes that were given away with happy meals from McDonalds. The CCFC argues LEGO batman “simultaneously promoted the video game, junk food, and the violent “Dark Knight” movie series to preschoolers.”
Parental intervention of what kids buy and the lack of knowledge of the ESRB rating system aside, the only real argument left is that LEGO games keep the building to a minimum–something that would seem like an obvious fit for the series. For those who don’t know, the “building” elements of the LEGO series are rarely used outside of solving simple puzzles where players hold down a single button and watch the LEGO blocks jump together by themselves. To the CCFC’s point, it’s clear how this doesn’t promote free thinking or creativity.
There are games however, that are essentially more LEGO than LEGO games. An example is Rare’s “Banjo-Kazooie’s: Nuts and Bolts” for the Xbox 360.In Nuts and Bolts, the Nintendo 64 heroes return to video game stardom where players build vehicles to compete in a series of events that unlock more parts so they can construct more complex machines for our bear and bird heroes to use. This adaptation to the Banjo and Kazooie series brings out a level of creativity and out-of the-box thinking that is enjoyable and accessible for gamers regardless of age.
Banjo and the bird aren’t alone in the endeavor to develop a build-and-play style of game. Sony’s “Little Big Planet” is hailed for its simple-to-use-yet-difficult-to-master stage building experience and its ability to share user-created worlds via the Playstation Network. This new franchise and style of gameplay is so successful that it spawned a spinoff version for the PSP and a probable sequel and downloadable content much later down the road for the Playstation 3
Sony went a step farther at this year’s E3 conference when they announced “ModNation Racer” for the PS3. Like its cousin, Little Big Planet, ModNation lets players build racetracks, avatars and carts all while sharing them with the friends over the web. Sony unveiled the simplistic building engine for the game when they had ModNation’s developers build a racetrack in front of the audience at the expo, which is something to my knowledge that hasn’t been done before.
However, the LEGO brand is gearing up to bring out a build-and-play game in 2010 with NetDevil developing “LEGO Universe.” LEGO Universe is said to play out much like Nuts and Bolts, where players complete tasks using the contraptions they’ve made to gain more building components. The difference is, like other MMO style games, the world will be open and continuingly running for all players.
This is a step in the right direction for LEGO inspired video games but there are doubts about how successful this venture will be. It’s hard to imagine gamers who enjoy the MMO community atmosphere and style of game leaving “World of Warcraft” or “City of Heroes” to build things in LEGO Universe. It’s harder to believe that parents will fork out the dough for their kids to play with LEGO bricks online when they could easily play with them in the living rooms of their own homes.
Nothing can replace the physical interaction with a set of LEGO blocks and the benefit of letting a child’s imagination run wild of what to build next. For the past forty years legions of kids have done exactly that. With games like Banjo and Kazooie: Nuts and Bolts and Little Big Planet already out and Sony’s Mod Nation Racer on the release-date horizon show is creative experiences have a place within the video game industry. It’s just time LEGO and Traveler’s Tales got involved.