It's Spandex Time!
Marvel Ultimate Alliance 2 will obviously feel familiar to fans of the first, but there are noticeable differences. First of all, the graphics are crisper and shinier than ever, and coupled with the more realistic locals and darker colour schemes, makes the game feel far less like an arcade game and, certainly from some angels, more like a serious action title. This may come as a disappointment to those who would have preferred the vast variety of comical landscapes and general cartoony feel of the first MUA.
The roster is more or less the same size of the last one, although it does come as a disappointment that each character has markedly less abilities, only 4 per hero, and only one extra unlockable costume choice. Another disappointment is the departure from the custom team building function, where you could name your team, and even level it up, giving you a reason to pick your team with care from the start. This function was apparently too complicated, as it has now been replaced with boost medals.
These boost medals, along with audio logs, unlockable art and simulation discs, are found littered throughout the campaign’s maps, and also given as rewards for such things as high scores on simulations, or being consistent with the type of answers you reply with during dialog. These medals have traits similar to the stat boosts that were present in the form of equipment items from the first game, giving you perks such as +10% exp or extra striking damage. Your team has a total of 3 slots in which you can equip the boost medals of your choice, and these can be changed on the fly by any player, and at any time during the game. This can be confusing at first, as it can lead groups into thinking that these are player specific medals, seeing as you can change them as quickly and as painlessly as your own ability upgrades.
It’s easy to see that they tried to centre this game on accessibility rather than fan service, and it’s a direction to far in the wrong direction in my humble opinion. The ability to switch out players at any time during the game, or being able to redistribute your ability upgrade points and team medals without so much as a pause screen, can ultimately make the game feel shallow in spots, and you really start to feel spoilt with such unnecessary freedom, and lack of accountability.
I realise that I’ve spent most of this review criticizing the game’s failings, which feels a tad unfair, as I actually thoroughly enjoyed completing the campaign in one rather intense 8 hour sitting. I blasted through it on the rebel side, on Super Heroic mode, and In 3 player local co-op, and let me tell you, the laughs were not in short supply as we toyed with the physics based scenery, throwing coconuts and torpedoes alike, pulling off ridiculously fun and devastating fusion techniques, and even enjoying some of the games more varied, but few in number, simulator challenges.
Depending on which side you choose, will to a small degree, limit what heroes you can play as, which passive abilities you can upgrade, and what bosses you face. This, along with the legendary difficulty mode that is unlocked upon the games completion, does give plenty of reason to replay the game more than once, and will give you an extra chance to find the numerous collectables you missed on the first run.
Marvel Ultimate Alliance 2, despite its oversimplification and reduced customization, is still a thoroughly enjoyable ride and, with such replay value, is a true delight for any co-op enthusiasts. Fans of MUA may be disappointed at some of the directions taken in this sequel, but if you can get past that and embrace new visuals and refined game-play, you will find a well made and rewarding game.
8.7/10