Marvel: Ultimate Alliance Preview (WII)

Hands on with Activision's biggest Marvel-set action RPG yet.

by Robert Workman on Monday, October 16, 2006

Last week, we gave you the lowdown with what to expect from the PS3 and Xbox 360 editions of Marvel: Ultimate Alliance, Activision's latest superhero RPG/action game. Not to be outdone, the Nintendo Wii version is shaping up to be in a league by itself. Players can not only form their own custom team of heroes to stop Doctor Doom and his league of villains, but they'll literally find themselves playing out the actions via the Wii-mote control scheme. We recently had a chance to try out a near-final build of the game, and came away most impressed.

The game has a similar level layout to the other games, but the graphics seem a little less touched up here. That's probably because of two things. One, the Wii has less graphical processing power than the workhorses that are the PS3 and Xbox 360. And two, most importantly, this version's actually being handled by Vicarious Visions, and not Raven Software. Regardless, the game is looking very good, as we were taken through a number of scenarios that showed off some of the major details. Arcade's Murderworld pinball table is in full effect here, and a circus stage harbors many surprises- including Pitfall.

That's right, we got to play Activision's classic Atari 2600 game right in the middle of the thug-bashing proceedings, controlling our hero of choice through a pixelated world of instantly appearing quicksand pits and scorpions. The heroes themselves are shrunken down and put into the game in the place of the usual hero, Pitfall Harry. It's a little gimmicky, but kind of cool.

The other parts of the game look pretty good as well (especially Ymir's snow fortress), and the sound effects and music are up to snuff as well. Heroes spout out their favorite fighting lines (Wolverine talks up "bub" and the Thing talks "clubberin' time"), and the explosions and thuds of landed punches will satisfy.

What people will notice about the Wii version is the advancement given to the control scheme. Players don't just move along with the help of analog controls and then tap buttons to pull off their selected attacks. No sir. Instead, you actually have to wiggle around the Wii controller in a number of directions in order to apply your attack methods. It sounds a little strange, but stick with me here- Activision and Vicarious Visions are on to something.

Here's the breakdown of the movements, and their results...

Swiping from side to side= basic attacks

Upward uppercut-like motion- an upward strike attack

Downward striking motion- Stun move

Thrusting the controller ahead of you- a fierce attack that knocks the enemy backwards

Furthermore, if you hold down the B button during any of these attacks, you initiate the superhero's super attack, which becomes charged up over the course of the level. The way these actually work is pretty cool, kind of like a combo effect. Storm will unleash a strong electrical storm attack; the Thing will pound the ground in unrelenting fury. These attacks are probably best saved for the stronger bosses in the game (like Bullseye and Scorpion), as well as times that the screen becomes flooded with enemies.

The controls, like any Wii game, take some getting used to- especially if you've played the game previously on the PS3 or the Xbox 360. However, I like what Vicarious Visions has done here. It really does keep you on your toes, and almost lets you mimic the superhero you're controlling. Just make sure to give yourself space in a multiplayer game- you don't want to let one of your friends have it with a real-life uppercut attack.

What's also cool is how the comic book universe is so expanded, so that those new to them and long-time readers will both find plenty of characters. Some will recognize many of Spider-Man's classic foes, including Scorpion and Rhino. Others may not be so quick to notice Dr. Strange. There's essence on the other side as well, with many selectable heroes to move about in your team, including the Fantastic Four (Human Torch and Thing are most effective), Blade, Ghost Rider, and many, many more. The Wii version doesn't look to be coming up short in this department whatsoever.

The final game will allow up to four players to take part in the action at once, so you can team up with friends and serve Doctor Doom a much deserved smack-down. But you can also go competitively against each other in a versus mode, attempting to show off your comic superiority. Unfortunately, we didn't get a glimpse of how this mode will work, but the final result should be interesting. Could Spider-Man in fact have more oomph than Captain America? Or does that shield of his help the Captain stand a chance? We haven't seen the results of such a clash since Marvel Vs. Capcom 2.

Marvel: Ultimate Alliance is coming together pretty strongly. The controls may not be everyone's cup of adamantium, but they are innovative and make you get more into the action. Hopefully, the final version will have the right amount of graphic polish and a few more surprises, like that Pitfall mini-game. We'll find out next month when the game arrives just in time for the Wii launch. Be sure to check back for a full review, bub.

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Marvel: Ultimate Alliance

Marvel: Ultimate Alliance
  • GenreAction RPG
  • Release Date11/30/1999
  • PublisherActivision
  • DeveloperVicarious Visions
  • ESRBT - Teen