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Marvel Nemesis: Rise of the Imperfects | Nintendo GameCube

Marvel Nemesis: Rise of the Imperfects | Nintendo GameCube

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Marvel Nemesis: Rise of the Imperfects

GameCube

Marvel Nemesis: Rise of the Imperfects

Important: Game may not include original DLC, bonus-content, online-pass, season-pass, or other digital redemption codes. Any included codes may have already been redeemed or expired.

Preorder and launch bonuses, promotional or bonus inserts, and bundled bonus-game downloads are not guaranteed. Content supplied on the game disc or cartridge is unaffected.

A Marvel invasion built for arena combat

Marvel Nemesis: Rise of the Imperfects brings an alien attack on New York City into a fighting game that mixes familiar Marvel characters with a new group called the Imperfects. Heroes and villains confront the invasion through a single-player story, while a separate versus mode turns the roster into opponents for direct matches. The GameCube release is built around movement through three-dimensional battle spaces, close combat and the opportunities created by the surrounding scenery. Its appeal is the chance to put recognizable powers into a physical contest where positioning and the objects nearby can change the shape of a fight.

Work through the story's changing encounters

Story Mode moves between characters and a sequence of short missions. Some encounters ask you to fight through groups of enemies, while others focus on a major opponent or include movement across the environment. This gives the campaign a different rhythm from a succession of identical duels. You may be clearing a space of lesser attackers before facing a more concentrated challenge. The story brings the arrival of the Imperfects into the same conflict as the alien invasion, giving the unfamiliar fighters a reason to stand alongside the established Marvel cast as the campaign develops.

The battleground is part of the fight

The arenas include locations associated with Marvel, such as the Daily Bugle and Avengers Mansion. These spaces do more than supply a recognizable name behind the characters: their size and destructible objects make movement through the environment part of the contest. Looking around can reveal another way to approach an opponent or a useful object within reach. The game therefore asks you to consider the whole battle area as well as the person directly ahead. A fight can shift from trading blows to chasing an opponent across the space, with the surroundings helping give each encounter its own shape.

Learn a compact set of actions

The combat controls combine a regular attack with defensive and movement options, including a block, dodge roll and throw. Holding the GameCube controller's R trigger modifies an attack into a super move. This makes the relationship between ordinary actions and powered actions central to learning a character. You can begin with a small group of functions, then work out when each one is useful against a particular opponent. Some story sections also use environmental movement, including wall traversal. The result is a game that alternates between reading a close encounter and guiding a character through the space around it.

Manage the power available to you

Super moves draw on a meter that recharges while it is not being used. That creates a decision about when to spend power and when to rely on other actions while it recovers. A stronger attack may look attractive immediately, but using it also affects what you can attempt next. Different characters express their powers through different moves, such as the Thing's ground-shaking punch or Elektra's thrown knives. Learning those effects helps you understand the role of the meter. The important question becomes how a powered action fits the current position and the opponent's behavior.

Turn loose objects into weapons

Furniture, oil drums and other objects can be picked up and thrown during a fight. Stronger characters can handle larger items, including vehicles, giving physical strength a visible role in how they use the arena. An available object can change the distance at which you threaten an opponent, so closing in is not the only useful decision. Explosive objects add another reason to notice where a character is standing. This environmental combat is one of Marvel Nemesis's defining features: the battlefield is a supply of opportunities that both sides can try to use before the other gets there.

Build a larger selection through play

Progress through Story Mode unlocks more characters and arenas for versus play. That links the campaign to the part of the game used for individual matches: working through the story changes the choices available when you return to the selection screens. For someone interested in trying different Marvel personalities, the unlock structure supplies a reason to move beyond the starting roster. It also means the full selection is something to work toward through play. The game rewards continued progress with additional match possibilities, allowing you to revisit the fighting system with another character or a different setting.

A distinct interpretation of familiar characters

The cast combines recognizable figures such as Spider-Man, Wolverine, Iron Man and Venom with the newly introduced Imperfects. The Marvel characters use designs created for this game's interpretation, so familiar identities can appear in different clothing or visual styles from other adaptations. The presentation also uses story sequences to introduce the Imperfects, combining animated imagery with filmed material. This gives the game an identity separate from simply placing comic panels on screen. For a Marvel fan, part of the interest lies in seeing which features of a familiar character remain immediately recognizable through that different visual treatment.

Set up a local rivalry

Versus Mode can be played against the computer or with a second person locally on the GameCube. These are one-on-one matches, giving both participants a direct opponent to study within the arena. A human rival changes how you respond to movement, available objects and the timing of powered attacks, because the other player can adjust to the same opportunities you notice. The story and versus options therefore serve different kinds of sessions: one advances through the game's encounters and unlocks, while the other provides a focused match using the fighters and settings already available.

More game data: releases, identifiers & technical details

Regional release records and identifiers for Marvel Nemesis: Rise of the Imperfects | Nintendo GameCube.

Release and technical facts

Fact Value Release / platform Source
Published by Electronic Arts, Inc. United States MobyGames
Developed by Nihilistic Software, Inc. United States MobyGames
Developed by Electronic Arts Canada United States MobyGames
Published by Electronic Arts, Inc. France MobyGames
Developed by Nihilistic Software, Inc. France MobyGames
Developed by Electronic Arts Canada France MobyGames
Distributed by Electronic Arts Publishing SARL France MobyGames
Published by Electronic Arts, Inc. United Kingdom MobyGames
Developed by Nihilistic Software, Inc. United Kingdom MobyGames
Developed by Electronic Arts Canada United Kingdom MobyGames
Video Modes Supported PAL 50Hz GameCube MobyGames
Video Modes Supported PAL 60Hz GameCube MobyGames
Sound Capabilities Dolby Pro Logic II GameCube MobyGames
Multiplayer Options Same/Split-Screen GameCube MobyGames
Multiplayer Game Modes Free-for-all / One-on-one (VS) GameCube MobyGames
Number of Offline Players 1-2 Players GameCube MobyGames
Genre RPG North America PriceCharting
Also compatible on Wii North America PriceCharting
Disc count (PriceCharting) 1 game disc North America PriceCharting
ESRB rating Teen North America PriceCharting
Player count 1 player North America PriceCharting
Publisher Electronic Arts North America PriceCharting
Also compatible on PAL Wii PAL PriceCharting
Disc count (PriceCharting) 1 game disc PAL PriceCharting
Genre Action & Adventure PAL PriceCharting
Player count 1 player PAL PriceCharting

Regional releases

Release date Region / edition Source
2005-09-20 United States MobyGames
2005-10-13 France MobyGames
2005-10-14 United Kingdom MobyGames
2005-09-20 North America PriceCharting
2005-10-14 PAL PriceCharting
September 20, 2005 North America PriceCharting
October 14, 2005 PAL PriceCharting

Catalog identifiers by release

Identifier Code Region / edition Source
UPC-A 014633149562 United States MobyGames
Nintendo Media PN DL-DOL-GVLE-USA United States MobyGames
eBay Product ID 47834533 United States MobyGames
ASIN B0009351P2 United States MobyGames
EAN-13 5030931045967 France MobyGames
EAN-13 5030930045968 United Kingdom MobyGames
Nintendo Media PN DL-DOL-GVLP-UKV United Kingdom MobyGames
eBay Product ID 47834533 United Kingdom MobyGames
upc 014633149562 North America PriceCharting
asin B0009351P2 North America PriceCharting
epid 47834533 North America PriceCharting

Data by MobyGames.com · Catalog data: PriceCharting

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