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Another Marvel-lous RPG?
By Martin
Kingsley
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X-Men Legends 2: Rise of Apocalypse
is home to some extra-fancy eye candy
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In the comic world there are few
supergroups and fewer universes as well known, well regarded and
expansive as the X-Men and all that surrounds them.
The subject of several movies, literally thousands of comics and
spin-offs and the kind of merchandising only Marvel is capable of,
video-games based on this popular franchise have been hitting the
streets since the early nineties, almost always in the form of relatively
mundane scrolling beat-em-ups.
After all, X-Men has never been about tea parties, it's been about
conflict, about beating the living hell out of genetically deformed
freaks of nature.
Ahhh, for the good old days when gaming was simple...
In an intriguing change of tack, X-Men Legends added RPG elements
and a spiffy 3D engine to the mix and was a fun (if formulaic) dungeon
crawler. This time around, those who bemoaned the lack of playable
canon characters in the first game have had their cries answered,
though if you weren't exactly impressed by the reliable but uninspired
first entry in the series you're unlikely to be lured back, as there
isn't much here that you haven't seen done before, and done better,
might I add.
Set directly after the destruction of the mutant island hideout
Genosha by power-crazy mutant Apocalypse, Legends 2 provides the
unlikeliest of alliances between the X-Men and their direct rivals,
the Brotherhood, in an effort to take on Apocalypse, who is arguably
the most powerful mutant to ever shake his fist skyward.
To be quite honest, the storyline at play here is pretty weak by
conventional standards, but it's enough to get by on between romps
through enemy facilities and over foreign ground, and when the end
result is the ability to pick a team from fifteen initially playable
canon characters from both sides of the fence (with three to be
unlocked), you tend to overlook the occasional plot inconsistency.
Tearing through wave after wave of enemy grunts and gaining experience
with each kill, you and your party (the members of which can be
switched out at any time to deal with the various puzzles that come
up) level up and gain new mutant skills as they move along.
In between, you'll have to dodge sentry turrets, find keys and
work your mutant magic on the pseudo-destructible environment. I
say pseudo because it's strictly regimented which items in the game
world you can actually destroy, and the range is more than a little
lacking. I don't call a few lonely water pipes and the occasional
wall very original. Red Faction this is not.
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The X-Men gain mutant energy from
standing on fried ostrich and emu eggs
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Sugarman is a big favourite at
rave parties
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Now, if you can get past the gimmicky destroy-some-stuff-around-you
concept, the rest of Legends 2 sounds pretty cool, but in practice
is less fun than it sounds or should be, most particularly as, while
you can delegate the responsibility of skill-picking/experience-spending/item-equipping
to the CPU (which in effect makes the large majority of the RPG
component of Legends 2 completely redundant), attempting to personally
configure each of your team members or even change settings is a
massive pain courtesy of one of the slowest, not to mention most
painfully non-intuitive interfaces to ever grace the PS2.
There are massive load times to get into the interface and similarly
gargantuan load times to get out, and in between you have to cope
with the brain-deadeningly weird menu system.
It doesn't help that the entire game shares those horrendous load
times, either, and for no apparent reason, since Legends 2 is certainly
not bursting at the seams with special effects or high-polygon models;
developer Raven Software went for a more cartoonish, cel-shaded,
Ultimate-Spider-Man-esque comic book look.
Sons of Liberty, a game designed to test the limits of the system,
and with a longer overall play-time, did not take nearly this long
to load, which one would suspect says something about Legends 2.
Add to this that - barring their special attacks - most of the
playable characters share a significant portion of the same attack
animations and things are beginning to look decidedly sloppy.
The actual combat guts of the game aren't so bad, ironically, and
whilst you brawl with the ever-increasing opposition you can program
the AI of your team-members, so that they hang back and use ranged
attacks (in the case of characters like Storm) or get right into
the action (Juggernaut and Wolverine, as an example).
Though, again, it's difficult to care when navigating through the
interface is about as user-friendly as solving heuristic algorithms.
I've been told that the overall loading times which make party
customisation such an organ-rending pain are not nearly so severe
on the Xbox and PC versions of the game, but this is still inexcusable
given the apparently minimal graphical differences between the PS2
iteration and its higher-end siblings.
If there is one adjective that comes to mind in the writing of
this review it is 'mediocre' and this extends from the minutiae
of gameplay to the sound department which, bar the always-excellent
work of Patrick Stewart (reprising his film role as Professor X),
seems to be relying heavily on a large cast of average sound-alikes,
a fact not helped by the lack of vocal and catchphrase variety,
which often leads to the same sound bytes being played over and
over and over again until you want to bash Gambit's Cajun brains
out with a table lamp.
On occasion Rise of Apocalypse manages to rise above its humble
origins and significant flaws, but in the end we've seen it all
before. Legends 2 is hardly the revelation that one might have hoped
for, and, hamstrung by a crude interface, atrocious load times and
average gameplay, only the hardcore X-Men fans need apply. Of which
there are millions, so enjoy!
Game: X-Men Legends 2: Rise of Apocalypse
System: PS2
Players: 1-4
Online: No
Developer: Raven
Software
Distributor: Activision
Rating: 70%

(Ratings
Key/Explanation)



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