On the surface, this game seems like a
great idea: cobble together a game extremely similar to X-Men Legends
II except instead of restricting the roster of heroes and villains to
traditional X-Men/Brotherhood-types, throw in the kitchen sink of Marvel
paragons and ne'er-do-wells. And it's actually a terrific idea; the execution,
however, falls rather short of its goals.
The plot of this game, that Doctor Doom
has cobbled together a temporary alliance of supervillains to help him steal the
power of Odin and conquer the universe, is both labyrinthine and rather generic.
It's the sort of thing you'd expect from a game based on Marvel Comics, which
has always won rather handily the battle between itself and DC for having the
most crazy and weird stuff going on in standard books. If you think I'm saying
this as some kind of DC fanboy, look up any article on a major or minor Marvel
character (Spider-Man, Deadpool, Elektra, take your pick) on Wikipedia. If your
head hasn't exploded like a hapless character in Scanners by the time
you get to the end, you can say I'm wrong. Let's just say the game takes you to
the following places: the S.H.I.E.L.D. helicarrier, Stark Tower, Mandarin's
Palace, Murderworld, Valhalla, a Shi'ar spacecraft, a Skrull world, and
Mephisto's Realm, among others.
So the variety of locales is great and
the characters seem true to their comic-book counterparts. Where this game
starts falling down is in the gameplay. In Raven's original game (well, the one
that made it to PCs), X-Men Legends II, each member of your four-hero
team could equip gear and modify powers as (s)he levelled up. There was a large
chest that travelled with you from HQ to HQ where you could store extra gear
your team couldn't carry. In addition, there were "store" characters from whom
you could buy equipment and sell excess gear. While MUA adds the neat
feature of allowing the player to create his/her own "dream team" of Marvel
heroes with its own name and prestige bonuses, the gear and levelling functions
are needlessly dumbed down by having EVERY character defaulted to "auto-equip"
and "auto-level" and there's no way to change this global setting in the game's
options menu. This seems like a strange concession to console players who may
not like to tweak these items and aren't used to doing RPG-style configuration
of characters (although this is configuration only in a very limited sense
compared to a true RPG). Also, gear chests are gone. If you're carrying too much
stuff, your only choice for disposing of items you don't think you'll use is to
dump them using the "DEL" key (aka "Sell" button).
Far worse than these gear tweaks is the
addition of absurdly-difficult "minigames." These are exercises in Simon-style
button-mashing, where you have a very limited time to press the key whose image
appears onscreen. These sequences range from three to five or more keypresses
and if you miss one in the sequence, you start over. The first time I
encountered one of these was fairly early in the game, when I'd defeated a
couple of villains attempting a coup d'etat in Atlantis and I had to battle a
Kraken. There are four pillars in the arena where your team faces the Kraken,
and from each one you must launch your hero onto the Kraken and damage it using
the Simon game. I almost quit playing the game when I ran into this. I went back
and tried again later and I was able to advance. However, I eventually came to
another such delightful "minigame" (there were several between this and the
first, but this was the showstopper) where I had to direct Silver Surfer to slip
around behind Galactus's head, thereby confusing him into exploding a ball of
energy into his own face. Well, I succeeded at this one exactly one out of the
four times that are needed to move past this insane boss battle. The thing
separating this one from the others is that you have extremely little time
between when the glyph representing the correct key appears onscreen and when
you have to press said key. Frankly, my brain must not be wired to do this,
because this sort of thing just feels like a cheap way of getting extra
difficulty out of a game. I find the "mini-bosses who are immune to all damage
until you use a certain combo to attack them" to be almost as tedious, and
that's actually a holdover from X-Men Legends II.
So after getting through about 90% of the
game, according to the FAQs I've seen, I'm stuck on the Skrull homeworld because
my hand-eye coordination isn't fast enough for me to press a sequence of keys in
rapid succession. Maybe I'm one in a million people who have this problem, but
it reeks of crappy game design to me. It could just be that I suck at "timed
sequences" in games. I got about five minutes into Ultimate Spider-Man because I ran into a difficult "chase sequence" with the Human Torch of the sort
that I hated in the original Spider-Man game, which was, frankly, a
fantastic game except for these aggravating chase sequences where you watch as
the villain/rival in question gradually slips ahead of you until you've lost the
game and have to start over from the beginning of the sequence. There's no way
to skip those just as there's no way to skip the Simon games in MUA.
It's too bad because the rest of this game is sufficiently fun and there's a lot
of geek-factor enjoyment from being able to control the available heroes that
I'd really like to recommend it. But I can't recommend it at this point to
anyone who doesn't have the superhuman reflexes of someone like Deadpool or
Daredevil or Spider-Man.