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Marvel: Ultimate Alliance Cover

Marvel: Ultimate Alliance (Wii)

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2 of 5: Strictly Rental

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When considering Marvel: Ultimate Alliance, perspective is very important. Since it is a multiplatform title, there will be some people who approach the Wii version of the game as their only option. There will be others, however, who have a choice between the version for Nintendo's new system or the higher-octane editions available on the Xbox 360 and PS3. This kind of choice is not a new challenge for gamers, of course-each console generation has traditionally offered a few competitors, and most people are used to choosing a horse in the race. However, the Nintendo Wii adds an interesting wrinkle: the system is positioned as the choice for gamers looking for new gameplay ideas and novel control schemes. This is a marketing angle that will be tested extensively over the next year or so, and titles like Marvel: Ultimate Alliance represent one of the hurdles the Wii must overcome. Put simply, can the idiosyncratic Wiimote really be put to good use in straightforward ports from other systems? In the case of Marvel: Ultimate Alliance, the answer to this question is "No." Marvel: Ultimate Alliance was created by the good folks at Raven Software, and it's a pretty standard upgrade of the company's wildly popular X-Men Legends franchise. Essentially an action-oriented RPG played from a top-down perspective, Marvel: Ultimate Alliance takes all of the elements that proved popular in the X-Men games and adds an incredible assortment of famous Marvel characters-both heroes and villains. Players familiar with Raven's past efforts-or even similar efforts from other developers (such as Baldur's Gate: Dark Allliance)-already know exactly what to expect from Ultimate Alliance. For those new to the genre, the basic idea is that players take control of a group of four characters and smash their way through wave after wave of enemies in an effort to (a) reach the end of the stage, and (b) level up the heroes on their team. Basic button-mashing and melee combos are the order of the day from the outset, but additional abilities and techniques-such as the ability to disarm opponents-are earned over time and keep the action from getting stale.

The big attraction of Ultimate Alliance is its huge cast of characters. Players begin with a team consisting of Spiderman, Wolverine, Captain America and Thor, but the ability to swap in new heroes becomes available quickly and the roster of over twenty famous Marvel characters is a real boon to the game's longevity. In addition to the playable characters, tons of other familiar faces from the Marvel Universe make appearances throughout the game's narrative-a moderately satisfying tale centering on an intergalactic/interdimensional battle between the heroes and the nefarious Dr. Doom. For Marvel fans, the game is nearly a no-brainer, and video gamers in general are likely to be pleased with the eclectic cast and solid gameplay mechanics.

All of these features are available regardless of which platform you play the game on, but the Wii version of the game introduces new control mechanics in an effort to capitalize upon the strengths of the Wiimote. Unfortunately, this is where the title really falters. Nintendo took a huge gamble on eschewing graphical fidelity for novel interaction, and this forfeiture was not kind to Ultimate Alliance. Without a doubt, the biggest strengths of the game are its colorful characters, robust environments and flashy effects. All of these strengths are considerably hobbled on the Wii console, however. Without being overly antagonistic, let's just say that the game doesn't look so hot on Nintendo's baby. The textures are muddy, the characters are blocky and the effects are pretty shoddy. This would be acceptable if something significant were offered in place of these features, but let's face it-the game is, at heart, a beautiful but largely brainless beat-em-up. If you take away the beautiful part, all you're left with is the beat-em-up. On the Wii, this is supposed to be a reasonable exchange because the control is unique to the console. Rather than mashing on buttons for the duration of the game, Wii players will be shaking, thrusting and tilting the Wiimote. Sadly, while the tactile sensation of wielding the Wiimote as a weapon has been successful in many cases, it just isn't fun at all when these motions are used to supplant base button-mashing.

As stated before, when looking at a game like Marvel: Ultimate Alliance, perspective is king. If you're a gamer with no options out there other than the Wii, Ultimate Alliance is a fun time. It's not a horrible game, and the large cast of characters is equally compelling on any console. However, the real appeal of the game is in its visuals and production values, and these elements take a real hit on the Wii console. If you have the option to invest in one of the other versions, that's the best route to take. The "novel" controls on the Wii are more gimmicky than fun in this particular title, and absolutely nothing else in the game makes up for the lackluster presentation. There have already been a few titles-such as Madden and Call of Duty-that prove Nintendo's new plan is a viable one, but Marvel: Ultimate Alliance simply isn't up to snuff.

Score: 70%

Dec 18, 2006 | 0 comments
David Tolin