Ten years after the advent of Marvel Ultimate Alliance 2, the series returned in strange circumstances. This is not an Activision show, which was released to all platforms at the time. Neither the original version nor Raven Software or Vicarious Visions development. In contrast, Marvel Ultimate Alliance 3 was developed by a team of ninjas, developed by the dead or alive, Ninja Gaiden, and the people behind Ninja, and was specially released by Nintendo for Switch. Such a change! Nonetheless, despite being reorganized by publishers and developers, Nintendo has taken the old-fashioned approach-getting worse.
Marvel Ultimate Alliance 3
- Developer: Ninja
- announcer: Nintendo
- Play platform: Nintendo Switch
- Availability: Exit now on Nintendo Switch
The formula followed its predecessor: the four Marvel characters on the screen, which shattered dozens of enemies into pieces through a combination of light, heavy attacks, special attacks, and final attacks that cleared the screen. With the camera in classic view (there is a new "heroic" perspective that brings the camera closer to the character you control, but I didn't use it because I want to see as many arenas as possible), MUA3 has a Diablo likes it like its predecessors. Fighting is the point. Adjusting team composition to trigger statistical bonuses, such as "Heavy Batterer" and "Great Wisdom", is just a prelude to slamming the button.
Thankfully, the combat effect of this game is satisfactory. Everything is thanks to the new transparent shadow art style, which is more vibrant and vibrant than the previous two games, and makes the Crystal Dynamics ridiculous look shame Marvel's The Avongers. The black outlines make the action pop and help you track your characters in fast-paced battles. When you make an effect area attack on many enemies, it makes a good sound ping, and a large number of damages will magnify your face. Of course, we've seen this kind of thing done better and better. Blizzard is still a crit expert, but MUA3 is not without its impact.
However, sweeping thousands of identical enemies can give a strange feeling when you are fighting a boss. I won't be so numb because the battle of MUA3 is full of fun. But I will not be excited. I found myself comparing it to laundry. There is an efficiency worth clarifying, sorting and scheduling before you hang out. Then, the most terrible boss came across: packing things. In order to extend this monotonous metaphor, those who are stubborn are MUA3 players, who spend time upgrading and combining ISO-8 fragments. Of course, it makes you look clearer, but you will never waste time again.
But sometimes, you do need attention because the story mode of the game is strewn with terrible spikes of difficulty, most of which revolve around boss fights. My idea is that if you encounter difficulties, the game will expect you to work hard to improve your character. Good-and definitely something I remember doing in the first few games. But even so, I encountered many hours of frustration, which made me hover on the edge of anger. And don't let me start using these one-click snipers.
The problem here is related to the limited number of difficulty options. When you start Story Mode, you see two: friendly and powerful. If you are not familiar with action games, the games are recommended to be friendly, and if you are familiar with them, it is recommended to be strong. As a veteran of the "Devil May Cry" series and all the fans of Diablo, I have chosen a mighty power that is similar to normal things. However, powerful features are too difficult for your own benefit. What the game needs is something between friendly and powerful-maybe called normal difficulty.
In fact, difficulties do not come from machinery or interesting equipment, but from statistics. The enemy's body is very healthy, and the boss damages the team's health through unavoidable attacks, thus causing them great harm. Boss fights can make them popular and feel more like super basic MMO raids than memorable action games. Teammate AI sometimes doesn't help. During a boss fight, even when I moved to a safe place, members of my computer control team just stood up and carried out energy shocks again and again. thank you all.
However, you must stick to the story mode because step-by-step operations are the way you unlock new characters to play. Thankfully, the story mode generously eliminated the new characters, and you can't help but enjoy playing Hot new things Walk along the superhero catwalk. Otherwise, the story mode will be a bit boring and disappointing. The environment is gloomy, and there are gray corridors everywhere. The gray corridor guides your progress into the boss battle. Once it is completed, you will forget. Only Shadowland's rooftop ninja can do anything interesting artistically in bright moonlight. Strangely, in the first few hours of the game, we got terrible stealth, jigsaw puzzles and 2D side scrolling parts, which were both tedious and tedious. They also don't extend behind the game. I hope that MUA3 doesn't have to bother trying to switch it-it's better to stick to something decent.
These characters rely heavily on their most famous comic book iterations, which means you can get all the present miniature designs from the 90s comic books we've taken a long way from. Wolverine was wearing yellow clothes, and Captain America said tackily, "What is this, soldier?" Mode, and Thor looks and sounds like what Tony Stark is saying? Well, yes, "Mom knows, do you wear her curtains?" I hope there are some unique designs and some new changes. I was happy to unlock a new outfit for Black Widow, but was disappointed to find that this was just her default white outfit.
The sound is not enough for Saturday morning cartoons (Elsa Blackstone's "cor blimey guvnor!" English accent is the worst I've heard since Overwatch's The Tracer. (Voice), the dialogue is clichéd, the story itself is also very-eager to retrieve the Infinity Stones before the Black Order (Thanos dour goons from MCU) to get them-meaningless, because it will collect superheroes and antiheroes, and Smash them into a paste of your choice with a plot mixer. In fact, these are not the focus of MUA3, it is basically a game about fighting. But there is no reason not to try this at least.
In fact, MUA3 lacked inspiration throughout the store. Compared to other action games, the battle of MUA3 is very simple and repetitive. With the exception of some prototypes, almost all characters play the same. You have characters, such as Black Panther, who are agile and like to chop. You have some fatter characters, such as Hulk. Some of your characters are better off doing damage from a long distance, such as a storm, and some are supporting characters, such as Captain America. But when you are upset about battle, whether your character is shooting a firearm or firing an energy beam from the palm of your hand, players are doing it and thinking. Take Dr. Strange as an example. The wizard's supreme ability can create portals, but he will not use portals in battle to teleport enemies to fly off the map or teleport teammates to safety. Instead, he dropped a flame funnel in the direction he was facing, or released a magic vortex to heal or constrain the enemy through a magic attack, or launched an AOE rotating beam attack. Dr. Strange's attacks look unique, but they work like many other attacks. I found myself interested in Venom, Ghost Rider, Crystal, and Spider-Gwen simply because I haven't seen them in countless movies in the past decade, not because they are based on Fun fun way to work.
The boss fights are not particularly fun. I won't spoil anyone you meet, but I would say that MUA3 boss fights sometimes move the camera's perspective upwards and turn the game into a chaotic battle and a bullet-like explosion. You'll meet some bosses who shoot projectiles that bounce near the arena, while others bounce around the arena. I remembered the first Nier game, a deeply flawed but always engaging action game made by Japanese studio Cavia, doing the same type of camera / type switching, but with much better results.
Once the story is complete, you can play the story again on a more difficult level, or go back and discover the secret you missed without actually having the motivation to return. Instead, you find yourself in a pattern called "Infinite." Internally, the trial offers stars as a reward. Win enough stars to unlock new character costumes. Clear some experiments to unlock new playable characters. Some of these experiments are extremely challenging, and here you actually need to consider team composition, statistical bonuses, and fuss on the tedious ISO-8 system.
The level of a character is the most important attribute in defeating these tests, but you need to be vigilant. Standard attacks and even standard special attacks will not move. Instead, you need to master cooperative attacks, understand which kind of cooperative attack is suitable for which situation, how close you need to be to the role to be synergistic to trigger a cooperative attack, and pay attention to the characteristics of collaboration. Your knowledge of the combat system will also need to be improved. For example, if you want to stagger your enemies quickly, it's best to hit them with heavy attacks as they increase their abilities. You must do this when there are a large number of powerful enemies to fight, and then use synergy. Once an enemy is stunned, it's time piled up like a mountain (the more, the better!) It is important to manage the blue ruler (essentially mana) well, because without energy points (such as so-called energy points), you cannot Collaborate, and without it, you're struggling.
Some experiments also did something interesting with the rule set. One forces you to play alone like Spider-Man. The other person can only recover when he is harmed. Most are on a timer, all of which will give you bonuses to enable them to reach certain goals while completing the trial. When you can't find a trial mode in other action games, the "Infinite" mode is not yet in place, but it is enough to make the player show a compelling appeal. This is the main reason to play with other cooperatives, whether locally on the same console, across multiple local consoles, or online (the predictable barebones lobby system allows you to search or set up rooms, that's all). MUA3 is much easier with friends because friends are better than AI and you can coordinate. MUA3 is also better with friends, because it does. But in reality, multiplayer games cannot change the rules of the game.
Digital Foundry hands-on Marvel Ultimate Alliance 3 here, bringing digital to its state of performance and visuals.
A paragraph about MUA3 performance. This is a game that sometimes drops dramatically in resolution and frame rate. When playing TV shows, most frame rate issues are limited to boss fights, arena full of enemies, and scenarios triggered by ultimate attacks. However, the problem is even worse when playing in handheld mode. Here, the drop in resolution and frame rate is very bad, sometimes making the game unplayable. During a boss meeting I played in handheld mode, the frame rate dropped to my teens and I could barely react to what was going on. This is a big disappointment for action games that sometimes rely on instantaneous reactions. This is a big disappointment for the Switch exclusive, and you hope it will be better to focus it on Nintendo's console.
In the end, Marvel Ultimate Alliance 3 worked well, but visually and design-wise, it was like a previous-generation game. You can see it in each of the upper right corner moving puzzles on every door that must be opened by pressing a button, in each enemies recovered, in each spotlight you are waiting to pass. Some of my colleagues said that it reminded them of one of the superhero MMOs of the late 2000s, I see. Marvel Ultimate Alliance 3 is ten years older than Marvel Ultimate Alliance 2, but it feels easy to come out when the Xbox 360 and PS3 are still powerful just a year later. I think this is exactly what I want in the game, but I hope there is more.



