Marvel Ultimate Alliance
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Build a Marvel Alliance on Nintendo Wii
Marvel Ultimate Alliance turns a comic-book crossover into an action role-playing campaign built around a squad of four heroes. Doctor Doom has gathered the Masters of Evil, and stopping their plans takes your team through the wider Marvel universe, including Asgard and Atlantis. You spend much of the adventure moving through hostile areas, dealing with groups of enemies, and confronting powerful villains. The important choice is who you bring along: familiar characters such as Spider-Man, Captain America, and Wolverine place very different superhero identities inside the same shared adventure.
The fighting happens in real time. You move your active hero around the battlefield, deliver ordinary attacks, and choose when to spend energy on special powers. Those abilities are part of what distinguishes one character from another, rather than simply giving every hero the same punches with a different costume. Blue energy pickups from defeated enemies replenish your reserves. A useful rhythm is to mix everyday fighting with powers suited to the immediate situation, keeping track of both health and energy as the group works through the next encounter.
Four heroes form your active party, so the experience involves more than learning a single character. When playing alone, you can change which teammate you directly control while the computer handles the others. This makes the roster something you can explore during the campaign: you can spend time with a favorite, switch to another member, and discover which combination feels most comfortable. The group structure also gives the action a strong crossover character. Even ordinary encounters become opportunities to see several heroes fighting alongside one another instead of following separate, disconnected stories.
Team composition has practical effects as well as fan appeal. Recognized combinations, including the Fantastic Four and New Avengers, can provide bonuses. Beyond assembling a temporary selection, the game lets you create a named alliance with its own emblem and develop team attributes. That adds a second layer to your decisions: you are choosing individual abilities and considering how the group functions together. A squad made entirely from personal favorites may be appealing, while another arrangement may offer a useful bonus that changes how you approach a stretch of the campaign.
Hero development continues between fights. Experience raises levels, and the points earned through leveling improve skills. This gives repeated combat a longer-term purpose: the characters you use become more capable, and you can direct their development toward powers you want to emphasize. The game offers automatic allocation as well as manual choices. Taking control of the upgrades lets you concentrate on abilities you enjoy using, while automatic development reduces the amount of time spent organizing characters when your main interest is moving forward with the adventure.
Costumes contribute to character development rather than serving only as alternate appearances. They have upgradeable statistical benefits, and additional outfits can be earned through play. Some unlocks connect to individual Solo Missions, which are accessed through collectible comic-disc tokens. These challenges give a particular hero a more focused test outside the normal party campaign. Collectible artwork and other Marvel material provide another reason to investigate the environments. The campaign therefore offers several different goals at once: advance the story, strengthen the squad, and uncover material associated with the characters.
Exploration is tied closely to the action. You move through connected locations, interact with objects, and break scenery while pursuing the current objective. The locations provide a changing backdrop for the same basic combat loop, with the Marvel setting supplying much of their identity. Boss encounters interrupt the stream of ordinary enemies and ask you to consider how a particular opponent can be hurt. The game combines direct fighting with situations where paying attention to the encounter matters, so defeating a major villain can involve more than repeating the attack that worked against their henchmen.
The Wii edition uses a Wii Remote and Nunchuk. The Nunchuk handles movement, while buttons and gestures share the work of attacking, using powers, interacting, and controlling the camera. Nintendo's original Wii description highlights directional Remote motions for attacks such as launching, stunning, or tripping enemies. This is an important part of the edition's feel: learning the controls includes learning when a motion or button input is expected. It is worth getting comfortable with the displayed power prompts before a busy fight, because the controls differ from a conventional gamepad arrangement.
Up to four people can play locally, making the four-member party a shared activity. Friends can each take responsibility for a hero instead of leaving the whole supporting cast to the computer. Coordinating powers, choosing the team, and staying together through the campaign become part of the social experience. This Wii release does not offer the internet cooperative play found in some other editions. Its multiplayer appeal is the group gathered around the same system, with the necessary controller equipment for the people taking part.
The presentation emphasizes a broad Marvel gathering, with story scenes, character voices, and changing headquarters helping connect the battles. Familiar heroes and villains appear throughout the adventure, and conversations give the cast a presence outside combat. Combined with the upgrade systems and optional unlocks, that makes the game suited to someone who wants both an accessible superhero brawler and reasons to keep developing a team. Your central activity stays clear throughout: assemble the alliance, lead it through the campaign, improve its abilities, and find a way through Doom's opposition together.
More game data: releases, identifiers & technical details
Regional release records and identifiers for Marvel Ultimate Alliance | Nintendo Wii.
Release and technical facts
| Fact | Value | Release / platform | Source |
|---|---|---|---|
| Published by | Activision Publishing, Inc. | United States | MobyGames |
| Developed by | Raven Software Corporation | United States | MobyGames |
| Ported by | Vicarious Visions, Inc. | United States | MobyGames |
| Cutscenes by | Blur Studio, Inc. | United States | MobyGames |
| Music by | Four Bars Intertainment | United States | MobyGames |
| Additional Sound by | Salami Studios | United States | MobyGames |
| Voice Production by | Talking Dogz, Inc. | United States | MobyGames |
| Package Design by | Ignited Minds, LLC | United States | MobyGames |
| Published by | Activision Publishing, Inc. | United Kingdom | MobyGames |
| Developed by | Raven Software Corporation | United Kingdom | MobyGames |
| Ported by | Vicarious Visions, Inc. | United Kingdom | MobyGames |
| Distributed by | Activision (UK) Limited | United Kingdom | MobyGames |
| Cutscenes by | Blur Studio, Inc. | United Kingdom | MobyGames |
| Music by | Four Bars Intertainment | United Kingdom | MobyGames |
| Additional Sound by | Salami Studios | United Kingdom | MobyGames |
| Voice Production by | Talking Dogz, Inc. | United Kingdom | MobyGames |
| Package Design by | Ignited Minds, LLC | United Kingdom | MobyGames |
| Published by | Interchannel-Holon Inc. | Japan | MobyGames |
| Developed by | Raven Software Corporation | Japan | MobyGames |
| Ported by | Vicarious Visions, Inc. | Japan | MobyGames |
| Cutscenes by | Blur Studio, Inc. | Japan | MobyGames |
| Music by | Four Bars Intertainment | Japan | MobyGames |
| Additional Sound by | Salami Studios | Japan | MobyGames |
| Voice Production by | Talking Dogz, Inc. | Japan | MobyGames |
| Package Design by | Ignited Minds, LLC | Japan | MobyGames |
| Media Type | Wii Optical Disc | 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 |
| Number of Offline Players | 1-4 Players | Wii | MobyGames |
| Original game disc count | 1 | North America | MobyGames |
| Genre | Action & Adventure | North America | PriceCharting |
| Also compatible on | Wii U | 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 | Activision | North America | PriceCharting |
| Also compatible on | PAL Wii U | PAL | PriceCharting |
| Developer | Vicarious Visions | 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 |
|---|---|---|
| 2006-11-19 | United States | MobyGames |
| 2006-12-01 | United Kingdom | MobyGames |
| 2007-05-17 | Japan | MobyGames |
| 2006-12-22 | PAL | PriceCharting |
| 2006-11-14 | North America | PriceCharting |
| November 14, 2006 | North America | PriceCharting |
| December 22, 2006 | PAL | PriceCharting |
Catalog identifiers by release
| Identifier | Code | Region / edition | Source |
|---|---|---|---|
| ASIN | B000G7VUWO | United States | MobyGames |
| UPC-A | 047875815018 | United States | MobyGames |
| Nintendo Media PN | RVL-RMUE-USA | United States | MobyGames |
| eBay Product ID | 53692286 | United States | MobyGames |
| Nintendo Media PN | RVL-RMUJ-JPN | Japan | MobyGames |
| EAN-13 | 4513244901553 | Japan | MobyGames |
| eBay Product ID | 1400371762 | Japan | MobyGames |
| upc | 047875815018 | North America | PriceCharting |
| asin | B000G7VUWO | North America | PriceCharting |
| epid | 53692286 | North America | PriceCharting |
| upc | 047875818354 | North America | PriceCharting |
Data by MobyGames.com · Catalog data: PriceCharting