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Marvel: Ultimate Alliance 2 Preview
Ultimate Alliance 2 is a sequel to get excited about and we get a hands on look at some of the new fusion powers.
Date: Monday, April 27, 2009
Author: Tracy Erickson

This interactivity should make cooperative play a blast. Four players will be supported both locally and online. Triggering fusions is a matter of one player signaling to another that they're ready, a second joining up for the attack. Obviously, voice communication makes this a cinch, but visual icons will relay whenever a player is primed for fusion. As a note, fusions are only pairs; the complexity of implementing triple and quadruple fused powers was something that would have overwhelmed the development process. Vicarious Vision admits the desire to ensure that each fusion is unique and interesting discouraged pursuing three, four-time fusions. Simply put, it would have been too big an undertaking and would have diluted the quality of design.

Complexity is an issue that the design team has been aware of, particularly given the addition of fusion powers that add even more elements to an already complicated game. Measures have been taken to streamline menus and the interface, making it easier to navigate, execute actions, and manage your characters. Equipment has been reworked for a more sensible approach, as have the status menus for more intuitive navigation.

The desire to bring more depth, while at the same instance improving accessibility establishes an ambitious goal for Marvel: Ultimate Alliance 2. While it's too early to tell if the effort being made to streamline the interface is having positive results, it's clear the addition of fused powers gives the sequel an advantage over the original. It's a compelling combat mechanic, particularly since you're in direct control of many of these powers. Still several months out from its autumn release, the game already looks to exceed the original and hopefully will meet its own lofty gameplay goals.

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