Marvel Ultimate Alliance 2
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Choose a Side and Fight as a Team on Wii
Marvel Ultimate Alliance 2 follows a four-hero squad through a story shaped by Marvel's Secret War and Civil War comics. The opening conflict involves Nick Fury's unauthorized attack on Latveria, while later events bring the Superhuman Registration Act to the center of the campaign. Heroes disagree over whether they should submit to government registration, and you must choose a side. The result is a superhero action role-playing game where the people opposing your team may be familiar heroes as well as conventional villains.
The registration decision affects the campaign and the heroes available to you. Some characters belong to a particular side, so building your preferred party also means accepting the consequences of that choice. It gives replay a concrete purpose: another route lets you approach the conflict from the other faction. This is still a mission-based fighting adventure, with groups of enemies and story encounters guiding the action. The political split supplies the context for those battles rather than turning the game into a free-form conversation or government-management simulation.
Combat runs in real time with four active heroes, unless a teammate has been knocked out. You move through areas, strike enemies, jump, grab, and use each character's special powers. Health measures how much punishment a hero can take, while stamina limits power use and replenishes over time. That replenishment encourages an alternating rhythm: spend stamina when a useful ability can change the fight, then continue moving and attacking while it recovers. Watching the team matters because a battle can become more difficult when several heroes are hurt at once.
The Wii controls give direct access to four powers through the Wii Remote's directional pad. Ordinary light and heavy attacks use buttons, with combinations supporting finishing moves and grapples. The Nunchuk provides movement, and the Remote and Nunchuk together handle the other combat actions. Some motion and pointer interactions remain, including inputs associated with certain powers and scripted sequences. This version puts much of the regular fighting on buttons, so learning the layout centers on choosing the right power and mixing it with ordinary attacks instead of repeatedly cycling through a long ability list.
Fusions are the sequel's signature teamwork mechanic. Two heroes combine their abilities for a larger attack, making the identity of both participants relevant. The meter builds toward four Fusion stars; the Wii version then uses a Nunchuk motion and pointer selection to choose a partner. These attacks create a reason to think about the squad as pairs rather than four isolated fighters. Before triggering one, consider where the enemies are and what you want the attack to accomplish, since a dramatic effect is most useful when it matches the situation.
The Fusion system includes attacks directed at a particular target, attacks that affect a surrounding area, and guided combinations that you steer. Those categories suggest different tactical uses. A concentrated strike suits a dangerous individual opponent, while an area effect can address a cluster of enemies. A guided attack asks you to keep controlling its path after activation, turning the moment into a short shared offensive sequence. The visual details depend on the heroes involved, but the practical question remains how to convert the team's combined power into useful damage.
Progression comes through experience and power upgrades. Leveling provides skill points, which can be assigned to strengthen abilities, and an automatic system can handle spending if you prefer to focus on the missions. These choices let you emphasize the tools you actually use. A hero who looks appealing on the selection screen still needs to fit your play style, so experimenting with powers and adjusting development is part of understanding how that character contributes to the party.
The Wii edition uses Boost Medals to provide additional benefits as they are earned through the adventure. They add another consideration beyond choosing and improving powers. Character changes take place at access or save points, so the team you carry into a section has to deal with the encounters ahead until an appropriate switching opportunity. That creates a useful preparation loop: review the available heroes, consider their abilities, choose the squad and boosts, then see how that arrangement handles the next mission. The roster is a resource to plan around rather than a menu to reshuffle without restriction at every moment.
Solo play gives you direct control of one party member while the other characters remain part of the fighting team. Switching between your active heroes lets you spend time with different powers and respond when one member is struggling. Local cooperative play supports up to four people on Wii, allowing friends to take over the squad together. Each participant needs the appropriate Wii controller setup. The cooperative structure is especially suited to discussing partner choices for Fusions and dividing attention among threats while everyone works toward the same mission objective.
Between the roster, the faction choice, and character development, the game offers several ways to change a later run. Unlockable heroes and bonus simulator missions provide goals beyond reaching the next story scene. The presentation keeps the conflict rooted in recognizable Marvel characters, with cutscenes and voiced dialogue accompanying the action. This Wii release was developed by n-Space and has its own controls and progression details. Features, additional characters, costumes, or downloadable packs described for other platform editions should therefore be checked against this release rather than assumed to be part of its disc.
The core experience is an offline superhero campaign with local teamwork: choose the side you want to follow, build the party available on that route, develop useful powers, and combine heroes when a Fusion can help. Activision now lists Marvel Ultimate Alliance 2 among its legacy titles with diminished or discontinued support, so historical service descriptions do not establish a current online feature. The game is best understood through the action supplied by the Wii disc, the characters you can develop within it, and the cooperative play available around the same console.
More game data: releases, identifiers & technical details
Regional release records and identifiers for Marvel Ultimate Alliance 2 | Nintendo Wii.
Release and technical facts
| Fact | Value | Release / platform | Source |
|---|---|---|---|
| Published by | Activision Publishing, Inc. | United States, Canada | MobyGames |
| Developed by | n-Space, Inc. | United States, Canada | MobyGames |
| Additional Graphics by | XPEC Entertainment Inc. | United States, Canada | MobyGames |
| Additional Graphics by | Virtuos Ltd. | United States, Canada | MobyGames |
| Music by | Earbash Audio, Inc. | United States, Canada | MobyGames |
| Additional Sound by | Earbash Audio, Inc. | United States, Canada | MobyGames |
| Middleware by | GameSpy Industries Inc. | United States, Canada | MobyGames |
| Media Type | Wii Optical Disc | Wii | MobyGames |
| Video Modes Supported | Progressive Scan (480p) | Wii | MobyGames |
| Video Modes Supported | Widescreen (16 x 9) | Wii | MobyGames |
| Sound Capabilities | Dolby Pro Logic II | Wii | MobyGames |
| Input Devices Supported/Optional | Nunchuk | Wii | MobyGames |
| Input Devices Supported/Optional | Wii Remote | Wii | MobyGames |
| Multiplayer Game Modes | Co-Op | Wii | MobyGames |
| Number of Offline Players | 1-4 Players | Wii | MobyGames |
| Genre | Action & Adventure | North America | PriceCharting |
| Also compatible on | Wii U | North America | PriceCharting |
| Developer | n-Space | North America | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | North America | PriceCharting |
| ESRB rating | Teen | North America | PriceCharting |
| Model number | #RVL-RMSE | North America | PriceCharting |
| Player count | 1 player | North America | PriceCharting |
| Publisher | Activision | North America | PriceCharting |
| Also compatible on | PAL Wii U | PAL | PriceCharting |
| Developer | n-Space | PAL | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | PAL | PriceCharting |
| Genre | Action & Adventure | PAL | PriceCharting |
| Player count | 1 player | PAL | PriceCharting |
| Publisher | Activision | PAL | PriceCharting |
Regional releases
| Release date | Region / edition | Source |
|---|---|---|
| 2009-09-15 | United States, Canada | MobyGames |
| 2009-09-25 | PAL | PriceCharting |
| 2009-09-15 | North America | PriceCharting |
| September 15, 2009 | North America | PriceCharting |
| September 25, 2009 | PAL | PriceCharting |
Catalog identifiers by release
| Identifier | Code | Region / edition | Source |
|---|---|---|---|
| UPC-A | 047875836617 | United States, Canada | MobyGames |
| Nintendo Media PN | RVL-RMSE-USA-B0 | United States, Canada | MobyGames |
| ASIN | B002M3U6QG | United States, Canada | MobyGames |
| eBay Product ID | 1800896107 | United States, Canada | MobyGames |
| upc | 047875834637 | North America | PriceCharting |
| asin | B001UWA0I4 | North America | PriceCharting |
| epid | 64449114 | North America | PriceCharting |
| model | #RVL-RMSE | North America | PriceCharting |
| upc | 047875838390 | North America | PriceCharting |
Data by MobyGames.com · Catalog data: PriceCharting