Game Corner: Marvel: Ultimate Alliance 3: The Black Order (Nintendo Switch)

Released: 19 July 2019
Developer: Team Ninja

The Background:
For decades, few videogame publishers were as synonymous with Marvel Comics as Activision, who produced adaptations Marvel’s most popular properties. While some were better than others, Activision’s efforts were largely praised, especially after they partnered with Raven Software on the X-Men Legends games (2004; 2005). Activision and Raven Software expanded their scope to the rest of the Marvel universe with Marvel: Ultimate Alliance (2006), a largely successful team-based brawer praised for improving upon its predecessors. Though now delisted, it was followed by a sequel three years later, courtesy of Vicarious Visions, which tweaked the gameplay with team-based attacks to encourage experimentation. Though Marvel: Ultimate Alliance 2 (2009) was praised for its branching storyline, the stripped down roleplaying mechanics were criticised. While it was also delisted in 2020, fans were clamouring for a follow-up and, just ten years later, Team Ninja stepped in to work alongside Marvel in reviving the franchise. Seeking to place additional emphasis on combat, the developers explored the cosmic scope of the Marvel universe by including the Infinity Stones and lesser-known characters and chose to make the title a Nintendo Switch exclusive after developing a close relationship with Nintendo. Although Marvel: Ultimate Alliance 3: The Black Order was the sixth best-selling game in its first week and was later bolstered by extensive downloadable content (DLC), it was met with mixed reviews that praised the colourful action but criticised its lack of innovation.

The Plot:
While battling Nebula and Ronan the Accuser, the Guardians of the Galaxy stumble upon a plot by the mad titan, Thanos, to collect the six Infinity Stones. Although they scatter the Stones, Thanos’s acolytes, the Black Order, pursue the gems, prompting an alliance of Earth’s mightiest heroes to retrieve them first.

Gameplay and Power-Ups:
Like its predecessors, Marvel: Ultimate Alliance 3: The Black Order is a team-based action role-playing game in which players assemble a squad of four heroes from across the Marvel universe to battle various nefarious baddies, primarily the titular Black Order, who are hunting the six all-powerful Infinity Stones on behalf of their master, Thanos. The game offers five save slots, two initial difficulty levels, and a base roster of thirty-six playable characters, with many being encountered as you play through the story and joining your alliance either after fighting alongside you or being freed from some kind of mind control. Marvel: Ultimate Alliance 3 offers three controller configurations, thankfully none of which involve motion controls, and allows you to toggle overlays, notifications, tips, and other onscreen elements from the “Settings” menu. These include altering the camera placement, which enables a lock-on feature by pressing in the right stick, though the camera generally remains more focused on whichever character you’re controlling rather than offering a bird’s eye view as in the last two games. Although you can fight alongside friends either locally or online, you switch between your teammates with the directional pad (D-pad) when playing alone and your computer-controlled partners are very useful in a fight, attacking, enabling team attacks, and reviving defeated characters without any input from you. Pressing A sees you interact with the environment to activate consoles, pick up or move certain objects, and talk to other characters. You jump with B, executing a double jump, swinging from webs, or flying depending on which character you’re playing as, and throw light attacks with X and heavy attacks with Y. These can be strung together to perform basic combos and you can also perform a mid-air attack and throw objects (like bombs and missiles) by pressing Y. You block incoming attacks by holding the Z trigger and tap it to dodge, and collect glowing red orbs from defeated enemies or smashed crates to restore health, blue orbs to refill your Energy Point (EP) gauge, and credits to spend on upgrades.

Combat is thick, fast, chaotic, and constant thanks to loads of enemies and character abilities.

As in the last two games, each character has specific abilities tied to their superpowers or superhero traits. You activate these by holding the Right trigger and selecting an icon using the D-pad; using Abilities drains your EP, however, and each Ability comes with a different cost. However, these attacks allow you to stun, stagger or deal elemental damage to enemies using Peter Parker/Spider-Man’s webs, Thor Odinson’s lightning, and Doctor Robert Bruce Banner/The Hulk’s incredible strength. Many characters have projectile attacks in their arsenal, such as Wade Wilson/Deadpool firing guns and Scott “Slim” Summers/Cyclops blasting his eye beams, while others cause splash damage or specific buffs, like Piotr Rasputin/Colossus being able to reflect projectiles and Wanda Maximoff/The Scarlet Witch healing her allies. Some, like James “Logan” Howlett/Wolverine, have passive abilities that allow them to automatically regenerate health as they walk around; others, like Johnny Blaze/Ghost Rider and Ororo Munroe/Storm, specifically deal in elemental damage. Character’s Abilities can also be mixed and matched by holding ZR and pressing one of the face buttons (or pressing A when prompted); this sees two characters attack in a combo for additional damage. As you dish out and take damage, you’ll also build the Extreme (EX) Gauge). Once full, you can press L and R up to three times to have two to four of your teammates perform a devastating combination attack that’s great against bosses. While the various cannon fodder you fight are easily dispatched, larger commanders and bosses need their “stun” meter drained before you can really put a beating on them and others (and certain treasure chests) require specific combination attacks to breach their shields. Defeating enemies sees your characters gain experience points (XP) to level-up, increasing their statistics (attack, defence, etc), though you can also use the various Orbs you find to manually level-up. Each character’s special Abilities can also be further enhanced using Ability Orbs and credits, reducing the EP cost and increasing their damage, among other benefits. You can also earn “Team Bonuses” depending on your team selection: pick a group of X-Men, for example, and your strength or resistance stat will increase, while picking characters of royalty ups your maximum energy stat.

Search for chests to gain currency and other expendables to upgrade and buff your alliance.

Although you can’t equip gear to your characters, the boss battle against the Destroyer armour sees you temporarily empowered by Asgardian magic and you can eventually equip your team with “ISO-8” crystals, coloured stones that enhance their attack power, resistance to elements, or critical hit ratio, among others. You can further upgrade these with credits and ISO-8 capsules, though some of the rarer ones will also debuff you (for example, your attack my increase but your defence will decrease accordingly). You’ll also inevitably gain access to the Strategic Hazard Intervention Espionage Logistics Directorate (S.H.I.E.L.D.) Lab, which acts as the game’s skill tree. By spending credits and Enhancement Points (EP), you can further increase your team’s overall attack, defence, resistance, vitality, and such and even unlock additional ISO-8 slots (with more being earned by levelling-up). You can also enter the S.H.I.E.L.D. Depot from the main menu to purchase additional costumes and social icons by spending S.H.I.E.L.D. Tokens. Marvel: Ultimate Alliance 3 is pretty forgiving (on the “Friendly” difficulty, at least), with multiple checkpoints in each area. When you activate a S.H.I.E.L.D. checkpoint, your team is fully healed, and you can swap or enhance them if you wish. If a teammate is defeated, you can hold A to revive them, but I wouldn’t recommend it unless you absolutely have to. Not only are revives limited, but downed characters will eventually return to full health even before you reach a checkpoint so it’s not worth risking another character taking damage by healing a partner. Exploration generally leads you to treasure chests or special walls that require a special combination attack to open, or to a “Rift” challenge that takes you away from the main game to tackle a special challenge (usually a boss rematch or enemy gauntlet) for extra rewards. Your path is incredibly linear most of the time, hence why there’s no map, and the game’s primary focus is on chaotic combat and visually manic team-based attacks. Unlike in the last two games, you can no longer grapple or throw enemies (though you can still send them flying off certain platforms) and there are no character-specific team-up moves, meaning the action can quickly get quite tiresome.

Sadly, puzzles are practically non-existent, with only Rifts offering additional challenges.

Because of its focus on hectic combat, there’s even less room for puzzles than there is for exploration in Marvel: Ultimate Alliance 3. Puzzles boil down to activating a console to open a door or making a platform move and that’s it. Sometimes, you’ll hold A to move a block and avoid lasers or cannons, but mostly you’ll be timing jumps between said lasers to progress and simply hurling missiles at those cannons. Sometimes, you’ll rotate statues or press switches to progress; others, you’ll be avoiding toxic ooze in Hel or solving door puzzles at the Raft or in Avengers Tower. After hopping across the rooftops of New York City, you’ll infiltrate the heavily fortified fortress of the Hand, dealing with ninjas that drop from the sky and hidden arrow hazards. When in Wakanda, Advanced Idea Mechanics (A.I.M.) corrupt T’Challa/The Black Panther’s defences, leading to an exasperating section where you must avoid snipers and being roasted by a giant panther statue’s energy blast. When transported to the Dark Dimension, you must use portals to reach new areas and defeat waves of demonic enemies to lower magical barriers and progress. Some attacks also screw up your controls or temporarily freeze you; some enemies are best defeated by tossing explosives at them; and many missions have an additional character fighting alongside you who’s often unlocked afterwards. However, a lot of the additional features of the previous games are missing; you can talk to other characters, but there are no dialogue options or character-specific interactions. There are no trivia quizzes, no optional side missions beyond the Rifts, and no character specific challenges to unlock extra stuff for each character. There aren’t even hub areas, in the traditional sense, with characters just appearing around S.H.I.E.L.D. checkpoints at times, though you can destroy a fair bit of the environment, and some encounters have you fleeing towards the camera as bosses chase you or present you with unwinnable battles.

Presentation:
Whereas the last two games primarily based their aesthetics on the comics books, especially the Ultimate comic line, Marvel: Ultimate Alliance 3 adheres very closely to the Marvel Cinematic Universe (MCU), especially in the visuals of its locations. I was hard pressed, for example, to tell the difference between Asgard here and the Asgard to the MCU, with both the golden city and the rainbow bridge, the Bifrost, appearing almost exactly as they’re depicted in the films. The same is true for Wakanda, the Dark Dimension, and Knowhere, all of which are virtually indistinguishable from how they appear in the MCU. There are some differences, of course: Taneleer Tivan/The Collector’s museum, for example, uses coloured cube cages and Wakanda leans much more into traditional architecture than the pseudo-futuristic science of the films (likely because Black Panther (Coogler, 2018) released a year before this game was made). Xavier’s School for the Gifted is lifted almost exactly from the 20th Century Fox X-Men movies (Various, 2000 to 2020), however, including a hedge maze, 1:1 Cerebro room, and basketball court that doubles as a landing pad for the Blackbird. While the Dark Dimension and the cosmic mind trip that is Sanctuary also heavily borrow from the bizarre cosmic imagery of the MCU, the Raft and Avengers Tower are much more akin to their comic book counterparts, though they’re comparatively bland locations, lacking fun areas like the Danger Room or Wakanda’s Necropolis (though you do pass through Anthony “Tony” Stark/Iron Man’s Hall of Armours in the tower). Although you only make a brief stop in Attilan to try and get help from the Inhumans, the architecture is far more visually interesting than that awful television show, seemingly being comprised of Celestial technology, and I enjoyed the ominous gothic presentation of Hel, with its restless Viking warriors and damaging sludge. Unfortunately, Marvel: Ultimate Alliance 3 continues the trend of having disappointingly bland and forgettable music, opting for generic themes for each location, event, and character that are lost amidst the constant fighting.

A visually impressive brawler that takes obvious inspiration from the MCU films.

The game also opts for an almost cel-shaded, action figure-like aesthetic for its colourful cast of characters. While many again both look and sound like their MCU counterparts, there are some exceptions: Peter Quill/Star-Lord, for example, looks nothing like Chris Pratt and the X-Men are far closer to the comic books than Fox’s films. Despite you assembling a custom team of heroes, cutscenes depict either everyone or characters specific to the location you’re in (the corrupted Doctor Stephen Strange in the Dark Dimension, for example) as they’re better suited to advance the plot against the local baddies. With the game shifting to a more third-person perspective, you’re closer than ever to the action and can see more of the environment than in the previous games. However, this comes with some drawbacks: mainly, there are far less opportunities or incentives to explore. Second, environments are painfully linear, with dead ends or locked doors barring your progress. Third, and most frustrating, is the camera, which easily loses track of your opponent/s and often lumbers you with wireframe representations when the foreground blocks the view. Thankfully, you won’t be falling down pits and rarely have to worry about onscreen hazards, but it can be aggravating trying to figure out which platforms and crates can be jumped on and which can’t. Marvel: Ultimate Alliance 3 offers a diverse cast of characters, each with their own idle poses and quips, though these do inevitably repeat. The game’s also surprisingly light on Easter Eggs: you’ll spot Deadpool singing away as he makes tacos in the X-Mansion, but not much else, and there are no optional missions or choices to encourage replaying missions. It’s a far cry from the first game, where there was always something to collect or an additional character to help out. Instead, it’s basically all combat, all the time in Marvel: Ultimate Alliance 3. Luckily, the game looks pretty good (everything’s very colourful and true to its inspirations) and performs really well, though there are some long load screens and it is annoying being forced to continue your game every time you challenge a Rift.

Enemies and Bosses:
All the usual suspects appear here as disposable cannon fodder for you to endlessly beat up, with many of the game’s goons sharing traits across the various locations. You’ll encounter Kree, Ultron Drones, agents of A.I.M., and Doombats who all pack various energy blasters. Ultron’s clones are the worst for this, relentlessly firing energy blasts and crashing through windows. The Raft’s unscrupulous prisoners attack in large groups, as do the restless Viking warriors who populate Hel, tossing axes from afar and luring you into toxic goop. Gargoyle-like Fire Demons also dwell here, offering a greater challenge with their swoop attack and fire breath, not unlike the monstrous Outriders and Mindless Ones who make up Thanos and the dread Dormammu’s forces, respectively. Alpha Primitives, Hydra goons, and towering Sentinels also appear, with the latter firing huge energy blasts from the palms and best attacked by throwing their explosive energy cores back at them. No matter where you are and what enemies you fight, more powerful commanders will also appear. Larger, tougher, and sporting a stun meter, these commanders should be your top priority as they’ll charge across the screen, cause shockwaves, and generally offer a far greater challenge even when you’re at a higher level. These minions often fight alongside their masters, generally so you can recover some health and EP to better damage the bosses, and will endlessly spawn in one of the additional modes unless you destroy their teleporters. Some of the game’s challenges or story-based missions charge you with defeating a certain number of enemies to progress. Other times, bosses appear in these waves, and you must occasionally flee or purposely lose some fights. This happens when Cain Marko/The Juggernaut comes tearing through the X-Mansion, for example, and in early encounters with the Black Order, who cannot be beaten or will chase you, raining lightning or other attacks from the sky and across the ground.

Few bosses require more than just hit-and-run tactics, even when augmented by an Infinity Stone.

There are loads of bosses to fight in Marvel: Ultimate Alliance 3, with some returning from the previous games, some teaming up, some having a couple of phases, and all boiling down to whittling down their stun bar, unleashing an EX attack and/or your most powerful Abilities, and avoiding damage until you can repeat this. The first ones you’ll face are Nebula and Ronan the Accuser, who often appear as a duo in optional challenges. Nebula is faster and more nimble, wielding blades where Ronan uses a massive warhammer. Both set a standard all bosses follow, which is that they’ll use either a jumping slam or an explosion of energy (or both) to send you flying. While quelling the riot in the Raft, you’ll encounter a version of the Sinister Six, with some unique variations to each battle. Flint Marko/The Sandman, for example, flings waves of sand and erupts his big sand fist from the ground as a large sand creature. You must use A to mount the nearby cannons and unload on him to chip away at his stun meter. Maxwell “Max” Dillon fights alongside Eddie Brock/Venom, raining lighting and electrocuting you with bursts of electricity, before he’s eaten by Venom and starts busting out electrically-enhanced symbiote powers. Venom joins the team after this fight and is tested against Quentin Beck, who first brainwashes Mile Morales/Spider-Man, Gwen Stacy/Spider-Woman, and Kamala Khan/Ms. Marvel to fight you and then unleashes a poisonous mist, teleports about, and confuses you with duplicates, Doctor Otto Octavious/Dr. Octopus is fought in a two-stage fight where you must first avoid his tentacles and scurry charge and then attack each arm to stun him. Finally, you’ll battle Norman Osborn/The Green Goblin for the Time Stone. The Green Goblin swoops overhead and lingers slightly out of reach, peppering the arena with his pumpkin bombs, charging at you, and freezing time to bombard you. He’s noticeably weak to his pumpkin bombs, however, so try and toss them at him before they explode in your face! After battling into the Hand’s fortress, you must first free Elektra Natchios from the Hand’s influence and then face Lester/Bullseye and Wilson Fisk/The Kingpin in separate fights. You must take out the ninjas feeding Elektra power, avoid Bulleye’s spread of razor sharp and explosive cards, and dodge the furniture and massive energy beam thrown by the Power Stone-enhanced Kingpin. The Kingpin also charges like a rhino, leaps at you to cause shockwaves, and even rips up stone columns to use as melee weapons!

Gigantic bosses and the quirkier villains help mix-up the otherwise tedious combat.

Avengers Tower is then attacked by Ultron and his drones, who assist him in battle. Not that he needs it as the Mind Stone allows Ultron to mess up your controls, to say nothing of his signature face and palm beams. Ultron then grows to gigantic proportions, sweeping the area with his eyebeams before Clint Barton/Hawkeye intervenes and Ultron merges with Ultimo. This is the first giant boss battle in the game and sees you blasting Ultimo with cannons and avoiding his massive swipes. The Infinity Sentinel is comparatively smaller, but no less dangerous thanks to its own face beam and missiles. Though you can damage it with Sentinel cores, it’s finished in a cutscene by Erik “Magnus” Lehnsherr/Magneto, who then tosses debris and throws you off balance with magnetic pulses while Juggernaut pummels you and Raven Darkholme/Mystique tosses daggers. After surviving Mystique’s Danger Room trials, you face Magneto, now even tougher thanks to the Power Stone, before being chased away and banished to the Dark Dimension by the Black Order. There, you battle past Loki Laufeyson (who boasts elemental attacks and duplication tricks) to eventually face the dread Dormammu, who wields the Reality Stone and is the second giant boss. You must subdue his minions and avoid his flame bursts, whittling down his magical barrier either directly or be destroying three nearby orbs, all while dodging his giant fists and ground spikes. The brief fight with Maximus Boltagon is far easier, even though the mad Inhuman carries a massive energy cannon and you must take cover in Thane’s energy bubble to avoid Maximus’s barrage of lasers. Ulysses Klaue/Klaw awaits in Wakanda and his sound-based energy blasts and waves must be overcome to rescue and recruit James Buchanan “Bucky” Barnes/The Winter Soldier. You then fight past A.I.M. to confront their master, George Tarleton/Mental Organism Designed Only for Killing (MODOK), who uses the Soul Stone to turn the Dora Milaje against you and attacks with a slew of appendages, from buzzsaw arms, poison gas, failing tentacles, and his signature forehead blast.

Battles with the empowered Black Order, Thanos, and Thane offer some of the most enjoyable challenges.

Though your goal in Hel is to confront Hela, you’ll actually battle the fire demon, Surtur, in another giant boss battle. This was a bit of a difficulty spike for me as Surtur’s flaming sword has a long reach and he causes the ground to erupt in flames, to say nothing of stun locking you with repeat sword strikes! Best him and Hela sets Johann Schmidt/The Red Skull on you, with the Nazi madman firing a powerful revolver and sapping your health with his “Dust of Death”. Hela gives the Red Skull a boost, protecting him with a shield and allowing him to fire a Bifrost-like laser, before placing his consciousness into the Destroyer armour. Though bolstered by Hydra forces and boasting a sweeping face beam, you can get a power-up from glowing crystals to overcome this destructive force. Finally, you venture to Knowhere and must run the Black Order gauntlet to retrieve the Infinity Stones, with checkpoints between each fight. Ebony Maw is first, firing a spread of projectiles and rocks and using the Soul Stone to create portals to trip you up. Supergiant tosses dark spheres and a golden homing shot that messes up your controls, though you can toss explosive cores from her minions to deal big damage. Cull Obsidian infuses his battleaxe with the Power Stone, sending out waves of purple energy and massive purple shockwaves, though he’s far slower and also susceptible to the nearby bombs. Corvus Glaive is much faster, landing multiple hits with his lance and using the Reality Stone to spring spikes form the ground and conjure duplicates who fill the arena with energy waves that can stun lock you. Finally, Proxima Midnight takes her fellow’s teleportation trick to the next level with the Space Stone and fills the arena with lightning bolts and strikes. All these powers are then recycled when you face Thanos, who gathers the six Infinity Stones into the Infinity Gauntlet to rain meteors, teleport, mess up your controls, freeze time, and fire his signature eyebeams. Thanos then joins you to battle Thane, who usurps him and boasts similar powers, though also upgraded by the Infinity Armour. Thane exhibits superhuman speed, traps you in a cube, fills the arena with portals and flames, and explodes in fury, though both battles were fun challenges rather than impossible tasks.

Additional Features:
Unlike in the previous two games, you won’t be finding data logs, action figures, or meeting certain requirements to unlock new attacks or costumes. You just fight over and over, earning whatever you need to unlock, buy, or upgrade whatever you wish and finding some concept art in treasure chests. A far harder (but more rewarding) “Superior” difficulty unlocks upon clearing the game alongside an additional “Nightmare” mode, accessible via the “Curse of the Vampire” campaign. You also unlock Thanos and can freely replay any mission on any difficulty (though you must start a new save to play on “Superior”) to grind and enhance your characters and ISO-8. Dimensional Rifts transport you to special challenges (not unlike the S.H.I.E.L.D. Simulator discs from the first game) that are often rematches with bosses or gauntlet challenges, though far tougher and gifting better rewards if you succeed. There are also three additional modes; however, though you can play a taster of each, you must purchase the expansion pass to fully unlock them. “Curse of the Vampire” adds vampiric enemies to the main story in “Nightmare” mode and offers a “Gauntlet” mode where you battle waves of enemies and bosses against both a time limit and a range of debuffs (including limited health restoration and draining EP). You can also tackle an “Endless” mode that’s pretty self-explanatory, and unlock additional characters like Frank Castle/The Punisher and Eric Brooks/Bladeif you buy the DLC. “Rise of the Phoenix” sees you form a four-person team and go head-to-head with a friend or the computer in three-round Danger Room scenarios. These see you tackling bosses again or wiping out hordes of enemies, awarding additional buffs and effects if you meet certain criteria (such as using any Ability or Synergy attack four times). You can only tackle the first challenge without the DLC, so I didn’t get very far, but this could be a fun distraction for those looking to test their skills against a friend. “Shadow of Doom” adds an epilogue story campaign that sees you return to Wakanda to oppose Doctor Victor Von Doom’s invasion. Dr. Doom’s Doombots endlessly spawn unless you destroy their teleporters, and you even battle the arrogant dictator in the recycled Necropolis, with him teleporting, firing lasers form his palms, and having his health restored by his Doombots. You’ll add Marvel’s First Family to your roster (alongside an alternative Thanos and other characters) by buying the expansion pass and battle Annihilus, a gigantic Celestial, and even “God Emperor” Doom!

The Summary:
I quite enjoyed the first two Ultimate Alliance games. They were mindless and largely repetitive, but I liked the large cast of characters and all the different references and locations from the comic books. Still, I put off Marvel: Ultimate Alliance 3: The Black Order for some time, mainly because I was annoyed by it being a Nintendo Switch exclusive; however it turned out to be a decent enough brawler. Despite the different development team, a few tweaks, and an apparent disconnection from the previous games, Marvel: Ultimate Alliance 3 offers a lot of the same gameplay and enjoyment as its predecessors, which is great for long-time fans of the franchise. Unfortunately, it doesn’t improve on these elements in a meaningful way and actually removes some content that I found enjoyable from the last two. There are no optional missions, for example, no alternative endings, no choices, and no character-specific challenges beyond fighting and levelling-up. I found this made the tedious combat even more aggravating after a while as I wasn’t being rewarded with gear or costumes or anything other than stat boosts. Even the skill tree was limited since you must grind to acquire enough credits and expendables to enhance your team, and I found the ISO-8 mode to be more confusing than engaging. The game also does little to improve the boss battles. Very few were very innovative or required more of you than to strike fast, avoid shockwaves and projectiles, and unleash your Extreme attack. The giant bosses were more of a challenge and I liked the final fight against Thanos and Thane, but I was hoping for a bit more complexity, especially given the possibilities offered by the Infinity Stones. There is a fun selection of characters, but they don’t offer much more than what we saw in the last two games and actually offer less as there are no character-specific team-up moves. While I enjoyed the visual influence from the MCU and the variety, I feel like Marvel: Ultimate Alliance 3 played things a little too safe by relying so heavily on combat and not mixing up the gameplay with a few other puzzles and challenges. Overall, it’s a good enough game and a worthy entry in the series, but it’s a shame that the developers didn’t try to be a bit more innovative and offer some more incentive to keep slogging away in endless fights.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Marvel: Ultimate Alliance 3: The Black Order? How do you think it holds up against the previous two games? Which characters did you choose for your team? Were you disappointed that the combat was so similar to the last two games and the bosses so repetitive? Did you ever conquer all the Rift challenges? What did you think to the MCU influences and the final battle with Thanos and Thane? Did you ever play through the DLC? Would you like to see another Ultimate Alliance game? Whatever your thoughts, leave a comment below, support me on Ko-Fi, and go check out my other superhero content across the site.

Back Issues: Captain America 22-25

Story Title: “The Tomorrow Soldier” (Part 1 to Conclusion)
Published: 2 July 2014 (cover-dated: September 2014) to 1 October 2014 (cover-dated: December 2014)
Writer: Rick Remender
Artists: Carlos Pacheco and Stuart Immonen

The Background:
By 1941, Nazi Germany had decimated Denmark and Norway and World War Two was fully underway and, after some initial resistance, the United States joined the War against the “Axis powers” of Germany, Japan, and Italy. Patriotism and national pride was high, especially in America, during those dark days, making it the perfect time for Joe Simon and the legendary Jack Kirby to debut Captain Steve Rogers/Captain America and his kid sidekick, James Buchanan Barnes/Bucky, to encourage support of the war effort. Once the War was over, superheroes saw a decline and Captain America’s solo publication was cancelled in 1954. However, Cap got a second chance when he joined the Avengers as a “man out of time”, battling iconic villains like Johann Shmidt/The Red Skull and even opposing his fellow superheroes during a “Civil War”. After surrendering to the authorities, Cap was seemingly killed and his troubled sidekick, better known as the Winter Soldier, took up the mantle until Steve’s inevitable resurrection. However, in 2014, cybernetic supervillain Arnim Zola’s machinations saw Cap drained of the super soldier serum and rapidly aged into an old man! Thus the battle was on the see who would become the new Star-Spangled Avenger, a battle eventually won by Cap’s long-time ally, Sam Wilson/The Falcon, to much undue controversy, Created by Stan Lee and Gene Colon in 1969, the Falcon was the first Black American superhero in mainstream comic books and was specifically created to challenge social perceptions. After a lengthy career as a bit-player in Marvel Comics, Sam made headlines with his promotion, a story arc that achieved mainstream recognition due to Anthony Mackie’s celebrated portrayal of the character in the Marvel Cinematic Universe.

The Review:
Sam Wilson’s assumption of the Captain America mantle didn’t come easy, nor without drama. In the leadup to this story, Cap was kidnapped by Arnim Zola and spirited away to Dimension Z, where the mad scientist plotted to drain his super soldier serum to create a race of genetic super-beings! Cap broke free but was trapped in Dimension Z for ten years, during which time he raised Zola’s son, Ian, as his own. Though Cap eventually escaped with Jet Zola/Jet Black, Zola’s daughter, both Ian and Cap’s lover, Agent 13/Sharon Carter, were lost. Cap then spent some time working with Sam to mould Jet Black into a hero but, in a battle with former Strategic Homeland Intervention, Enforcement, and Logistics Division (S.H.I.E.L.D.) agent-turned-madman, Ran Shen/Iron Nail, Cap’s super soldier serum was neutralised and he quickly aged into frail, infirm old man! Our story picks up with Steve sequestered at Avengers Mansion, stewing over sensationalist news reports demanding accountability for Captain America and S.H.I.E.L.D.’s dangerous and destructive antics. Steve’s offered council by S.H.I.E.L.D. director maria Hill and the decidedly Samuel L. Jackson-esque Nick Fury Jr., who assure him that he saved countless lives taking down Iron Nail. Unfortunately, his shield has been left too radioactive to be returned to him and Steve’s aghast when he’s told S.H.I.E.L.D. won’t be destroying Gungnir, the weaponised, Transformer-like Helicarrier Iron Nail hijacked and threatened the United States with. Steve is so angered that he starts to wonder if the reports of corruption within the government and S.H.I.E.L.D. aren’t valid, though Fury simply explains that contingencies such as Gungnir are vital to protect innocent civilians and keep the public from being overly reliant on costumed heroes, especial as the Avengers’ roster has dwindled lately.

When Armin Zola’s mutates invade, the Avengers gain an unlikely ally in Steve’s adopted son!

Over on the upper west side, Sam Wilson wakes up to a hell of a hangover and to find he spent the night with Jet Black! Though he’s not exactly thrilled at having crossed that line, he seems won over by her affections, but their tender moment (and the awkwardness) is interrupted when Jet spots a commotion outside. It turns out that her father, Armin Zola, is so eager for revenge that he rips open a hole in the fabric of reality and his monstrous, “hyperevolved mutates” come pouring into Central Park, followed closely by a mysterious man garbed in a spiked battle suit. Zola quickly contacts the Red Skull to co-ordinate their newest efforts in overthrowing the decadent West, asserting himself as a menacing force in his own right and seemingly earning the Red Skull’s respect with his army of mutates. While Anthony “Tony” Stark/Iron Man and Doctor Robert Bruce Banner/The Incredible Hulk work to find some way of restoring Steve’s superhuman condition, they (along with Thor Odinson and Steve himself) are alerted to the crisis via the mansion’s monitors. Steve immediately recognises the threat as Zola; Stark is incredulous but quickly convinced of the danger when the armoured mutate comes crashing through the wall. Luckily, the Hulk is around to face the stranger (with Banner having more control over the Hulk at this point). Naturally, Iron Man adopts a snarky “shoot first, ask questions later” philosophy, leading to an explosive confrontation as he and Thor try to keep the masked intruder from reaching Steve. However, the masked man easily avoids their attacks and even gets the better of Thor, running rings around them, only to be astonished by Steve’s frail condition. This distraction allows the Hulk needs to strike; ironically, though the stranger deftly evades the Green Goliath, Steve easily subdues the masked man. However, Steve is stunned when the intruder unmasks to reveal himself as Ian Ziola, now Ian Rogers, Steve’s adopted son, who was regenerated from death by one of Zola’s “bio-mass [tanks]”.

Zola manipulates events to coerce his daughter, whom the Falcon rushes to defend.

Overjoyed to see Ian alive and that he’s come to help, Steve proudly introduces him to his fellow Avengers but distraught to learn that Ian’s been fighting Zola alone for the last ten years. Steve then gets a call from the Falcon, who relays the extent of Zola’s attack: thanks to the city’s birds, Sam has seen the monsters rapidly spread throughout New York City. Jet Black then reveals she knows a way into her father’s fortified tower that may help them to stop the invasion and calls upon the Avengers to go along with her father’s plan, which is to face him head-on, to provide a suitable distraction. The Avengers readily accept, taking the fight to the ravenous, near-mindless hoards alongside their new ally, and are initially unimpressed by Zola’s forces. However, they’re soon confronted by Zola’s “hyper-mutates”, warped, monstrous copies of the Avengers that call themselves the “Unvengers”! Meanwhile, Jet Black and the Falcon easily infiltrate Zola’s tower, affirming that her allegiances lie anywhere but with her crazed father and insisting on using her position as the madman’s daughter to throw off his mutate guards. The plan works and they advance through the tower, only to find Sharon held hostage in a pitiful cell! After learning about Sharon’s predicament from Sam, Steve immediately asks Ian to leave the fight to the Avengers and go rescue her; though Sharon warns that such an act was all foreseen by Zola. When Jet confronts her father in his control room, he all-but guarantees the Red Skull that he can win her over to their side, claiming everything she’s done – even her betrayal – was also all part of his manipulative will. The Falcon breaks up the tense family reunion, tackling Zola out the window and sending him crashing to the streets below. Zola recovers near-instantly, however, his patience with his “perfect child” wearing thin, but the Falcon immediately intercepts him in mid-air.

Though the Avengers turn on Jet, Sam survives to take up the Captain America mantle.

Raging at Zola for his ill treatment of Jet, the Falcon fights valiantly even as Zola smashes a bus onto the mis-matched hero. When Jet rushes to his aid and Zola sees how much she cares for the Falcon, Zola vows to murder him to rid her of such weaknesses all while hypocritically declaring his undying love for her! Thanks to Sharon, Steve warns the Falcon that Zola plans to blow up Avengers Tower, though Sam inadvertently kickstarts the detonation when he has Redwing remove Zola’s “telepathic broadcast doohickey”! When the Unvengers keep Iron Man from helping and Ian and Sharon are unable to disarm it, the Falcon bravely and selflessly grabs the bomb and flies high into the sky, bidding an emotional farewell to Steve and urging him and Sharon to enjoy their retirement with Ian before the bomb explodes in his arms. A horrified Steve thinks back to when he and Sam first met, the adversity he fought through, and how hard he worked to be a hero without any superpowers, fancy gadgets, or special serum as Iron Man sombrely retrieves the Falcon’s surprisingly intact body. Though Zola pleads with Jet Black to return to Dimension Z where she can be safe from the Red Skull’s looming threat, she angrily rebukes him. Sharon, Steve, and the Avengers gather in quiet mourning, only to be astonished when he comes to and reveals that Stark made him some Adamantium wings, which absorbed most of the blast! Though everyone’s overjoyed by this, Sharon blames Jet for Zola’s attack and accuses her of being a double agent. To Jet’s dismay, even Sam has his doubts and, when the Avengers try to restrain her to investigate, she angrily rushes to Zola’s tower, believing her father was right that her new allies couldn’t be trusted. One week later, seemingly every superhero around gathers at Avengers Mansion, where Steve announces his retirement from superheroics due to his condition (though he and Sharon plan to aid the Avengers with tactical support). He also reveals that Sam is the new Captain America and proudly hands him his shield, entrusting one of his oldest friends with his legacy, which Sam humbly accepts with a cry of “Avengers Assemble!

The Summary:
This was a difficult story to just jump into without context. A lot of modern comics are like that, with one series of mini arcs leading to the next, all of it part of a bigger picture. I get it and I accept it and I know there’s some onus on the reader to maybe get some background before diving in feet-first. However, since I’m mostly going on some background reading and what the “Previously…” recap is telling me, there were a few characters and events that I wasn’t very familiar with. Jet Black and Ian Rogers were two main examples; I knew Steve aged into an old man around this time, but I didn’t realise he took a son and a protégé as well. Consequently, Ian’s big reveal didn’t impact me as much as other, more invested readers but I think Rick Remender did a great job of conveying Steve’s shock and joy at seeing his son alive and well. I loved that Steve proudly introduced him to his surrogate family, the Avengers, and that Ian wasn’t some bitter, twisted soul looking to kill his adopted father. Instead, we got a young man who’s actually happy to see and fight alongside his father for a change, something very rare in comics. Ian meshes well with the Avengers, sporting a smart mouth and a capable agility despite his years of fighting against his maniacal father and living in a nightmarish alternate dimension. Similarly, I didn’t have much of a connection with Jet Black but I think the story did a good job of showing her as a character just trying to find her way. I liked her blossoming relationship with Sam (even if his reaction at waking up with her was a little odd) and that she willingly and selflessly opposes her father once he arrives. She does nothing except lash out against Zola, rebuking his offers and voicing her hatred of him even as he tries to win her over with his silver tongue. And, for all her efforts and hard work and personal turmoil, Jet is met with suspicion and accusations from even her own brother. Thus, she’s driven from her newfound allies and retreats back to Zola, devastated to learn that he was right and that she would never be accepted as one of them all because Sharon blew her lid and Sam barely even vouched for Jet’s trustworthiness.

For a story meant to be Sam’s crowning moment, he was strangely portrayed throughout.

Indeed, I hope subsequent issues delved into Sam’s feelings regarding this. He barely says anything when Sharon accuses Jet and gets only one panel where he seems conflicted or upset by what he sees as a betrayal. It’s a weird way to end the conflict, especially considering everyone was just mourning Sam’s loss and celebrating his survival. Sam’s selfless actions and his commitment to justice despite lacking any superpowers are the qualities that make him suitable to take up the Captain America mantle, yet this feels somewhat tarnished since he didn’t showcase any loyalty to Jet or any conviction in defending her. He stood there, stunned, and let everyone run their mouths, which doesn’t scream “Captain America” to me. In fact, this is a bit of an odd story to introduce Sam as Cap in general, really. For most of the issues, he’s not really doing anything except flying around and reporting intel to the Avengers. Sure, this is useful from a tactical standpoint but the mutates were swarming everywhere; I’m pretty sure the Avengers would’ve spotted them without him. The Falcon does take the fight directly to Zola, infiltrating his tower with Jet Black, and he does valiantly fight the cybernetic madman despite clearly being outmatched. During this fight, the Falcon also sticks up for Jet in a way he fails to do once the conflict is resolved and his fighting spirit is certainly commendable, but I feel like any hero would’ve fought just as hard in his stead. The Falcon making the sacrifice play is a great shorthand for the mentality needed to be Captain America but, again, it feels a touch hollow. Like, Iron Man was just about to take care of the bomb before he got interrupted and Sam probably wouldn’t have had to make that call if he hadn’t yanked out Zola’s broadcast device. It just felt a bit rushed and out of nowhere to me and I can’t help but wonder if maybe it would’ve been better to play things a little closer to the ground. Like, have Zola threaten to kill a group of civilians and have Sam shield them with his wings and seemingly be beaten to death, or something like that. Just something a little less random and a bit more in-line with his status as a more grounded, “human” superhero.

I liked that Steve passed on the mantle but the story felt oddly rushed at times.

On the plus side, Carlos Pacheco and Stuart Immonen do good artwork. I liked Iron Man’s darker armour and Ian’s totally nineties emo armour (I mistook him for Robbie Baldwin/Penance at first), though Jet Black felt a bit overdesigned. Similarly, while Sam’s Falcon outfit is a vast improvement over his debut costume, I can’t say I’m a big fan of his Falcon/Captain America hybrid suit. He reckons it’s “sexy” but it looks a bit of a mess to me, with miss-matching colours and a far too “busy” design. Maybe if his chest emblem was just the star, which was an extension of his weird-looking cowl, I’d like it more. I dunno, it just looks uncomfortable to wear and a pain in the ass to draw. I quite enjoyed the passing of the torch, though, in concept. I like seeing Steve rendering incapable of continuing as Captain America and retiring to a more sedentary life, though I do think Bucky is a better choice to take up the mantle. I get the idea that Captain America is a symbol of what a normal man can strive to be, but Steve was at least partially superhuman thanks to the super soldier serum. Then again, considering the Falcon survived having a bus dropped on his head, it’s safe to assume he’s more durably than Joe Public. I really like seeing all the other heroes immediately accept and endorse Sam; there was no question or objection, and he slipped into the role effortlessly. However, I feel he didn’t play a big enough role in this conflict. He fought Zola, sure, but to a standstill and didn’t defeat him; he just stopped his plan, and he lost his girl in the process. It’s a weirdly, tonally confused story for me and a strange way to usher in a new Captain America, though I was left curious to explore how Sam adapted to the role and the fallout from this adventure.

My Rating:

Rating: 3 out of 5.

Pretty Good

What did you think to Sam’s promotion to Captain America? Do you agree that this was a strange story to make that change or did you like the way it went down? What did you think to Sam’s suit, and do you like seeing him in the role? Were you disappointed that the Unvengers didn’t do more, and that Sam didn’t try harder to defend Jet Black? What are some of your favourite moments from Sam’s time as Captain America? Use the comment section below to share your thoughts and go read my other Marvel and Captain America content on the site.

Game Corner [National Superhero Day]: Marvel: Ultimate Alliance 2 (Xbox 360)


In 1995, Marvel Comics created “National Superhero Day” and, in the process, provided comics and superhero fans the world over with a great excuse to celebrate their favourite characters and publications.


Released: 15 September 2009
Developer: Vicarious Visions
Also Available For: Nintendo DS, Nintendo Wii, PC, PlayStation 2, PlayStation 3, PlayStation 4, PlayStation Portable (PSP), Xbox One

The Background:
Few videogame publishers are as closely associated with Marvel Comics than Activision, who have been spearheading adaptations of some of Marvel’s most popular characters since 2000. Of course, these weren’t all smash hits but some of their titles are counted as being among the best outings for the likes of Peter Parker/Spider-Man and the X-Men. In 2004, Activision teamed with Raven Software and achieved big success with X-Men Legends, a team-based brawler that mixed role-playing elements and co-op gameplay, and its sequel, so the two expanded to incorporate the larger Marvel universe with Marvel: Ultimate Alliance (Raven Software, 2006), a sadly delisted title that was met with generally favourable reviews. For the sequel, Activision turned to Vicarious Visions, who developed the game engine for the first game, and tweaked the gameplay to focus on team-based “Fusion” attacks to encourage players to experiment with different character combinations. Rather than tell an original story like the first game, or deliver on the many optional endings for Marvel: Ultimate Alliance, the sequel drew inspiration from the controversial “Civil War” story arc (Millar, et al, 2006 to 2007) that saw Marvel’s heroes divided over a governmental registration act, though the game was met with positive reviews. The action-packed gameplay and branching storyline were particularly praised, though some decried the stripped down roleplaying mechanics; the game was also delisted in 2020 and it would take just under ten years for another developer to produce a third entry.

The Plot:
After a series of devastating attacks on the United States, the American government passes the Superhero Registration Act (SRA), forcing all super-powered individuals to act under official regulation, to reduce the chaos that results from their battles. The superhero community is left divided; Tony Stark/Iron Man and his followers champion the Act while Steve Rogers/Captain America and his oppose it, but the two warring factions soon find themselves battling a new enemy that threatens global peace. 

Gameplay:
Like its predecessor, Marvel: Ultimate Alliance 2 is a team-based brawler with limited roleplaying mechanics, exploration options, and puzzle elements. Players can (eventually) assemble a team of four from a roster of around twenty-five characters, many of which return from the last game alongside some newcomers, though your options are limited by story-mandated restrictions and the decision you make partway through to side with the Pro-Registration side or the Anti-Registration side. Regardless of which character you pick, your basic combat and control mechanics remain the same: tapping A executes a light attack while B throws a heavy attack; you can hold B to charge up a stronger strike and mix these together to form basic combos, such as a pop-up attack to break an opponent’s guard. X lets you activate doors and consoles, grab anything from crates to cars to toss at enemies, pull shields off foes and even grab enemies to pummel or throw them to their doom. Y lets you jump; press an attack button in mid-air and you’ll crash to the ground with a slam and press Y again for a double jump or to web-sling, fly, or dart along on a glider or ice bridge depending on who you’re playing as. The Left Bumper allows you to block incoming attacks or dodge out of the way by wiggling the left stick at the same time; there are also times when you’ll need to hit LB to deflect incoming projectiles. The Right Bumper allows you to heal yourself or your allies or revive a fallen comrade as long as you have a Heal Token in stock; these are found scattered across each location, usually spawning in during boss encounters or after defeating enemies, and you can hold up to two at a time.

Characters boast new superpowers and can combine abilities in devastating Fusion attacks.

Although up to four players can play Marvel: Ultimate Alliance 2 simultaneously; you can also play alone with some competent A.I. companions and freely switch to another character using the directional pad when playing solo. You can press in the right stick for a handy arrow to point you to your next objective or bring up the game map from the pause menu. Each character as a life and stamina bar; the former is filled when you collect red Health Orbs or level-up and the latter fills automatically, and each character also comes equipped with their own Super Powers, which you activate by holding the Right Trigger and pressing A, B, X, or Y. Many of these are shared across characters, but with a unique flare to each; Spider-Man can web enemies towards him, for example, while Matt Murdock/Daredevil homes in with his grapple cane, but both can lash at foes with their whip-like weapons. Most characters tend to have a ranged attack (Johnny Storm/The Human Torch’s flaming projectiles, Iron Man’s Repulsor blasts, Ororo Munroe/Storm’s lightning strikes, etc) and a clearing attack (Doctor Bruce Banner/The Hulk’s ground pound, Doctor Reed Richards/Mister Fantastic’s tornado spin, and Remy LeBeau/Gambit’s kinetically-charged card barrage, etc), but some also have abilities that buff either their attacks or their team (Doctor Jean Grey/Phoenix can automatically revive characters or add fire damage to her attacks, Danny Rand/Iron Fist’s “Healing Hand” technique heals him, and Captain America can temporarily reduce the damage he takes, for example). Not only can these be improved by earning experience points (XP) and levelling-up and spending “Ability Points” (AP) in the character menu, but you can now combine powers for powerful “Fusion” abilities. As you dish out damage, you’ll build up the Fusion Meter and you can store up to two Fusion Stars at once and combine powers by holding the Left Trigger and pressing either A, B, X, or Y to team up with one of your allies. This produces various effects depending on the combination but, again, many of them are very similar and only made unique by the way the characters team up. For example, you can perform the iconic “Fastball Special” by combining James “Logan” Howlett/Wolverine, Daredevil, Iron Fist, and Mr. Fantastic with bruisers like the Hulk, Ben Grimm/The Thing, or Mac Gargan/Venom. Venom, Hulk, and the Thing can also do a dual stomping attack and you’ll be able to suck enemies in with tornados from the likes of Storm and Thor Odinson while adding elemental attacks to these twisters with the Human Torch and Phoenix.

Puzzles and objectives are simpler than ever and dialogue trees give the illusion of dramatic discord.

No matter the combination of characters, you’ll be prompted to tap A to increase the radius, target specific enemies, or hit successive foes to score extra points and unlock additional abilities and buffs for your characters. Tapping or holding X is also the most common way you’ll be solving the game’s puzzles; generally, you’re tasked with clearing out all nearby enemies and then activating a console or door with X, but sometimes you’ll need to push or pull amplifiers and giant batteries to power up (or down) generators or pass through barriers, rip off control panels, or destroy projectors. Other objectives include destroying anti-aircraft guns, defeating certain enemies, activating consoles in the correct order, and moving stone columns around to unlock doorways and paths, and some missions also contain optional objectives (such as destroying weapon stockpiles or teleporter pads) that net you additional rewards. Additionally, while you’re often told over your comms that you need to act quickly, only certain objectives actually carry a time limit (you’re given less than six minutes to defeat certain bosses, dispose of bombs, or escape collapsing facilities, for example) and you’re often given options to pick from in dialogue trees that will earn you buffs for being “aggressive”, “diplomatic”, or “defensive”. However, as near as I can tell, this doesn’t really alter the story or your character relationships like picking between Pro- and Anti-Reg, which will restrict the characters available to you and alter both the bosses and mission objectives you’re given (protecting or destroying a Strategic Hazard Intervention Espionage Logistics Directorate (S.H.I.E.L.D.) convoy, for example, or raiding or defending a S.H.I.E.L.D. base). Other missions will see you joined by an additional fifth character (technically not a non-playable character as many, like Captain America and Nick Fury, are playable) who will provide support; however, you can’t select them during gameplay, and you’ll still be met with failure if all four of your team are knocked out.

Graphics and Sound:  
There’s been a decent graphical upgrade between Marvel: Ultimate Alliance and its sequel, namely in the sense that the game is far less dark than before and environments are a little more varied, though the same issues with things becoming repetitive and visually dull persist despite how many additional destructible elements have been added. The game starts in Latveria and sees you infiltrating both the castle town, with its many statues of dictator Doctor Victor Von Doom, and Dr. Doom’s main castle, a location that featured in the last game and is now far more linear and less confusing. This is true of all of Marvel: Ultimate Alliance 2’s locations; it’s very rare that’ll you’ll need to explore off the beaten track, mazes and repeating areas are pretty much non-existent, and everything is much more straightforward this time around, which is great in the sense that levels tended to drag on a bit and be frustrating in the first game but disappointing as you don’t have much to do in, say, Wakanda, except follow a straight path taking out enemies and gun placements and simply walking past the waterfalls, jungles, and tribal trappings in the background. Additionally, Marvel: Ultimate Alliance 2 is way less fantastical; there are no trips to Atlantis, Asgard, or Hell here and, instead, you have to make do with such inspiring locations as…downtown, the rooftops of Hell’s Kitchen, train tracks, and high-tech facilities. Some, like Phineas Mason/The Tinkerer’s lab, T’Challa/The Black Panther’s throne room, and the Negative Zone prison are actually visually very interesting but, for the most part, this is a far more grounded affair, and the game loses a lot of its madcap appeal as a result since the focus is on the more grounded struggles of the Civil War.

While the characters and cutscenes look good, the game is noticeably less visually interesting than its predecessor.

This disappointment is also felt in the game’s soundtrack, which once again opts for very generic, military-esque tunes and rock-inspired beats that serve only to make the mindless gameplay all the more tedious. The voice acting and cutscenes are a lot better this time around; there’s still an obvious graphical difference between pre-rendered cutscenes and in-game graphics, but there’s more focus on character interactions and debating the merits of the SRA. Characters will continue to offer commentary during gameplay, with Wade W. Wilson/Deadpool regularly breaking the fourth wall and characters alerting you when they’re on low health, plus you sometimes get bonuses and additional dialogue if you have certain characters speak to each other. Character models seem better this time around, though; the animations used to bring their powers to life feel more unique and tailored to each hero, though it is disappointing (though, at the same time, understandable) that the same Fusion animations are recycled for certain team-ups. Once again, you’ll be operating out of various hub worlds, like Stark Tower and the White Star base, where you can chat to other characters and find collectibles, and performing certain deeds during gameplay will net you extra costumes (though, sadly, each character only has one this time around). Unfortunately, though, you won’t be treated to as many bizarre and wacky Easter Eggs or endings as before; you only really get one game-changing choice to make here, meaning there are only two endings to see, which is a shame as I really enjoyed all the different consequences of your actions in the first game and how it led to more replay value, whereas here you’re limited to picking Pro- or Anti-Reg.

Enemies and Bosses:
A slew of disposable goons will be set against you throughout Marvel: Ultimate Alliance 2, from Dr. Doom’s soldiers and robots to S.H.I.E.L.D. forces and the nanite-controlled minions of “The Fold”, a rogue A.I. that springs up in the game’s final act to reunite the warring superheroes. Regardless of who you’re fighting, you’ll come across the same recycled enemy tropes again and again: gun-toting soldiers, grunts with shields, ones who block your attack or inflict elemental statuses on you (such as burning, electrocution, and poisoning), and larger mechs. Helicopters will need to be taken out by tossing their grenades back at them, enemies will fire missiles and rockets at you; some have swords, some need to be stunned with your charged attack, some are shielded, and some toss explosive barrels your way. You’ll also have to watch for flame-spitting turrets, laser guns imbedded in walls, loose wires, and flaming hazards that’ll need a dose of coolant (or Bobby Drake/Iceman’s ice powers) to get past. It all gets very repetitive very quickly; the basic enemies aren’t much of a threat to you with your various powers and abilities but can quickly whittle your health down as they start mixing and matched and increasing in number, with more enemies onscreen than the last game and many of them being called in to boost or interrupt the many mini and main boss battles that you’ll have to contend with throughout the story. Like the last game, a who’s-who of Marvel’s most obscure and memorable villains are encountered throughout the game’s three acts, many of which crop up again, often in tandem with other villains.

The Tinkerer, Lucia von Bardas, and the damn Titanium Man represent a dramatic difficulty spike.

The first supervillain you’ll face is Max Dillon/Electro, who teleports around a church in a burst of electricity, performs an electrical blast attack, and can recharge his powers at the capacitors dotted throughout the area. After that, you’ll come up against Bentley Wittman/The Wizard and Steven Hudak/The Scorcher, with the former capable of erecting a shield and the latter roasting you with flame blasts, but your first real boss battle is against the Tinkerer. The Tinkerer stomps about in a large, spider-like tank mech that fires homing missiles, stamps the ground and sets it aflame, and sweeps that area with a laser blast. He’s also supported by an endless swarm of robotic minions, but you can use these to build up your Fusion Meter to target the Tinkerer’s legs and turn his mech into scrap metal. The Shocker/Herman Schultz’s stunning pulses must then be endured to rescue Carol Danvers/Ms. Marvel, then you’ll have your first of many encounters with the scythe-handed Eric Williams/Grim Reaper, one of the most recurring mini bosses who’s actually pretty tough thanks to his fast speed and quick, targeted slashes. Electro, the Scorcher, the Shocker, and the Wizard all reappear during the chaotic battle against cyborg Lucia von Bardas, which takes place on the deck of a ship. You’ll need to avoid her blasts and destroy the four cannons in each corner of the deck, which is easier said than done as Lucia defends three of them with flaming jets and you’ll have to contend with her supervillain bodyguards. Lucia also rains bombs from the sky, protects herself (and her minions) with energy shields, regularly hovers out of reach, and compounds the entire fight with a time limit. In the last part of the game’s first act, which takes part in Washington, D.C., you’ll have to do battle with Deadpool (who teleports about and riddles you with uzi bullets) and hit a bit of a brick wall when you go up against the mysterious Titanium Man. At first this isn’t so hard (he sends you flying, slows you with a pulse, and showers you with a laser spread) but things get much tougher in the second phase, where he turns invisible, is bolstered by minions and floating cannons, sends out loads of annoying vortexes, and there are no checkpoints during this battle, making it all the more frustrating.

While Bishop and Deathstrike can be aggravating, the Yellowjacket boss fight was actually pretty fun.

After this, you’ll be forced to pick a side and this alters the characters you pick and fight against; I went with Anti-Registration (because, frankly, the was the right choice all along) so I’ll primarily talk about those bosses. First up is a scuffle with Natalia Romanova/The Black Widow, who keeps you at bay with her pistols, cartwheel kicks, and grenades, and your first battle with Colonel James Rhodes/War Machine, who’s basically a mirror of Iron Man and attacks with a rocket-powered punch and missiles, though both are pretty easy fights here, especially compared to the one against Lucas Bishop. Your energy attacks will actually heal the grenade-toting Bishop, so try to focus on physical attacks, but you’ll deal the greatest damage against him if you attack and destroy the terminals he plugs himself into. This actually gets pretty tricky as you have to hit three power terminals to cause feedback, then hit four nodes on other terminals to stop him regaining health, and finally hit all six nodes when he draws energy from the middle of the terminals, all while avoiding his rushes and shockwave attacks. In comparison, Melissa Gold/Songbird is a bit of a joke since all you have to worry about are her pink sonic waves, but the difficulty ramps up again when you butt heads with Yuriko Oyama/Lady Deathstrike, who attacks with her Adamantium claws like a whirling dervish. Though the Thing saves your ass, you’ll have to contend with S.H.I.E.L.D.’s soldiers and robots in the second phase; Deathstrike will repair these mechs, so it pays to quickly take them out, but that’s not easy thanks to her speed and aggression. Thankfully, this is followed by a fun and visually interesting fight against Doctor Henry “Hank” Pym/Yellowjacket, who pounds and slaps at you in his gigantic form; you need to attack his massive fists to build up your Fusion Meter and stun him, only then can you unleash a Fusion attack to deal big damage to him, though you’ll have to watch for his double-fist slam and the minions who swarm the rooftops. When in the unstable chemical plant, you’ll have a quick run-ins with Bullseye (who I had no issues with despite his triple-shot projectile), Simon Williams/Wonder Man (who’s also not too hard despite teleporting about the place and sporting powerful melee attacks), and even an unexpected alliance between Jennifer Walters/She-Hulk and Mark Raxton/Molten Man that sees you avoiding the former’s jumping slams and the latter’s flame bursts.

You’ll face different bosses depending on which side you choose, which also impacts the game’s difficulty.

You’ll also contend with a more formidable version of War Machine and have a brief fight with Iron Man (who’s basically the same as War Machine but with fancier laser attacks) before he tags in Mr. Fantastic (who’s actually a bit of a pain thanks to his stretchy limbs bursting up from the floor and his tornado spin). Iron Man and Mr. Fantastic prove quite the double team when you battle them together; even with Captain America on hand to help and with victory coming by defeating Iron Man alone, this can be a tough fight as Mr. Fantastic sometimes glitches and perpetually spins in place and Iron Man flies around the arena sending energy projectiles your way. Finally, you’ll need to help Nick Fury dispose of some bombs while fending off a joint attack from Doctor Norman Osborn/The Green Goblin and Venom; the former flies around dropping grenades or tosses pumpkin bombs in your face while the latter attacks with their tendrils and even webs up the bomb disposal vent and commandeers the Goblin’s glider! On the Pro-Reg side, you’ll have to quell Eli Bradley/Patriot after your betrayal, fend off Jessica Drew/Spider-Woman rather than Black Widow and Hercules instead of Wonder Man, as well as tangle with Nathanial Summers/Cable, who proves highly resistant to damage, constantly teleports about the place, and forces you to rely on your standard attacks and super powers since there are no minions to help build up your Fusion Meter. Ritchie Gilmore/Prodigy, Angelica Jones/Firestar, Tandy Bowen/Dagger, Piotr Rasputin/Colossus, and Jamie Madrox/Multiple Man also crop up, with the latter being quite the obstacle if you don’t have the right teammates, while Tom Foster/Goliath takes Yellowjacket’s place. Instead of fighting War Machine, Mr. Fantastic, and Iron Man, you’ll take on Iron Fist, Luke Cage/Power Man, and Captain America, with this latter fight complicated by plumes of fire and the Cage and Cap being able to pull off Fusion attacks!

After battling numerous foes, you’ll need all your powers to defeat the nanite-infused Nick Fury.

Before you enter the Negative Zone prison,  Commander Maria Hill hands over a key card without issue and Robbie Baldwin/Penance is subdued and recruited after a brief fight. Terrance Sorenson/Equinox proved much tougher thanks to the nearby turrets and his health-draining elemental attacks, and you’ll battle the nanite-infected Grim Reaper, Bullseye, and Molten Man to rescue Luke Cage and Firestar. To escape the prison with the nanite samples, you’ll take on the combined might of David Cannon/Whirlwind, Karla Sofen/Moonstone, and Rachel Leighton/Diamondback; though Captain America and Iron Man help out, this can be a frustrating fight as Whirlwind is constantly spinning about and minions are always spawning in but focusing on one mini boss can help mitigate the danger. While in Wakanda, you’ll fight off Alexander Summers/Havok (whose concussive powers are bolstered by nearby vibrational pillars), the combined threat of Hulk-clone Rick Jones/A-Bomb and Vance Astrovik/Justice (who shields his nanite ally), and once again deal with the duo of Green Goblin and Venom, this time in the Black Panther’s throne room and with a wider, more versatile space for them to avoid your attacks (though having a flame-orientated character or buffs will help against Venom). Wonder Man and Spider-Woman guard the entrance to the Fold’s Iceland base, with both proving tougher than before, while She-Hulk, Firestar, Colossus, and Whirlwind await inside guarding amplifiers. You’ll also battle the Tinkerer again here; this time, he’s almost constantly shielded by the Fold’s enhanced elites, who you’ll need to destroy in order to deal damage to the mad inventor, though the sheer influx of enemies can make this a gruelling prospect. Finally, after battling on a rising elevator and reaching the top of the Fold’s amplifier tower, you’ll fight the nanite-infected Nick Fury. Using a coloured holographic projection, Fury emulates the powers of other characters and bosses to constantly keep you on your toes; he strikes with lightning, sends out energy pulses, rapidly moves and teleports all over the place, creates duplicates, absorbs and projects energy, blasts out a stream of light, and causes the ground to erupt in flames. Although a frustrating and long-winded bout, this was actually easier than some other bosses; switch characters to whoever’s closest, unleash your rapidly-filling Fusion Meter, and remember to deflect his projectiles when prompted and you should emerge victorious without having to expend a single revive, which is more than I can say for the damn Titanium Man!

Power-Ups and Bonuses:
As mentioned, combat yields XP that levels you and your team up; all characters level-up regardless of whether you use them or not, but levelling-up alone isn’t enough to power-up your team. You need to spend AP boosting their four superpowers and all four will only be unlocked by levelling-up; thankfully, AP is easily earned by beating enemies, rapidly tapping A during Fusion attacks, and smashing crates and other onscreen destructibles. Each character also has “Passive” abilities that can be upgraded in the character menu; many of these are locked to a specific side, so you’ll never have full access to all abilities in a single playthrough, and they provide buffs such as raising your chances of landing a critical hit, allowing more frequent use of your powers, regenerating health, reducing damage, and increasing the stamina you gain. Defeating mini bosses and bosses also rewards you with medals that provide additional “Boosts”; you can manually or automatically equip up to three of these at a time to increase your health, teamwork, resistance to or ability to inflict elemental attacks, and other similar bonuses. It also pays to utilise your comic book knowledge; if you make a team comprised entirely of X-Men or the Fantastic Four, for example, you’ll get an additional boost to aid you. Finally, extra rewards are on offer for performing three “Heroic Deeds” per character; these range from defeating fifty enemies, performing specific Fusion attacks, or using certain superpowers and will unlock a new costume or ability for each character, as well as being a fun aside.

Additional Features:
There are fifty Achievements to snag in Marvel: Ultimate Alliance 2, with sixteen being tied to the story mode alone, though you’ll need to do two playthroughs and experience both the Pro- and Anti-Reg missions to earn them all. You’ll also earn Achievements for completing missions in co-op mode, clearing the game on “Legendary” difficulty, performing ten Fusions with a friend, earning high scores from Fusions, unlocking costumes, collecting boosts, and finding the various dossiers and audio logs scattered throughout the game. You’ll unlock additional characters not just through the story mode, but also by collecting Asgardian Ruins, pieces of the M’kraan Crystal, and Gamma Regulators; some characters’ alternate costumes also act as skins, such as General Thaddeus “Thunderbolt” Ross/Red Hulk and Eddie Brock/Venom. You’ll also find simulator discs scattered about that once again let you take on special simulator missions from the game’s hub worlds, can put your Marvel knowledge to the test in various trivia games for more XP, and will be given the option of starting a new game, with all your unlocks and stats, but at the cost of your existing save file. There is no option to replay previous missions as far as I can tell so you’ll need to start over if you missed anything. I’d also advise making use of the manual save function as often as possible, especially before you pick a side so you don’t have to start right from the beginning to see the other side of the story. If you were lucky enough to own this game before it got delisted, you can also expand the roster with some downloadable characters, like Cletus Kasady/Carnage and Erik Lehnsherr/Magneto, though this feature is obviously unavailable these days; additionally, other versions of Marvel: Ultimate Alliance 2 include console-specific characters, like Eric Brooks/Blade.

The Summary:
I was always hesitant about getting into Marvel: Ultimate Alliance 2, simply because of my hatred for the diabolical Civil War storyline. Even with that bias to one side, I wasn’t impressed that the sequel stripped back the story and scope of the franchise so much; the first game arguably tried to do a bit too much and touch base with a bunch of different locations and characters in the Marvel universe, but at least it embraced the bonkers spirit of the source material and wasn’t as blinkered as the sequel. I really missed the unpredictability at the first game; here, the only replay value is in picking a different side, especially as all characters are available to you in the finale, so all you’re really left with is the new-fangled Fusion mechanic. Sadly, this isn’t as good as the game makes it out to be; once you’ve seen a handful of them, you’ve basically seen them all and they weren’t as impressive as I had hoped. I also wasn’t a big fan of some of the character choices and the lack of extra skins, though overall I think I preferred the gameplay and combat; it’s still mindless and tedious and gets old really quickly, but at least the different superpowers felt a little more dynamic this time. While I have no complaints about the game’s linearity since it made it faster to play, it is a shame that exploration has been cut way back this time around and that many of the level-up and customisation mechanics have been stripped down. Once again, the game’s biggest issue is cramming so much into it; it’s great for a Marvel fan but it does impact the enjoyment and memorability of the mini bosses since a lot of them are just the same thing over and over with the same tactics used to overcome them. Overall, I feel Marvel: Ultimate Alliance 2 is no better or worse than the first game: I miss the different gameplay mechanics and visual variety of the first game, but the sequel feels a bit more refined and focused; I don’t like how grounded and restricted it is, but the graphics and ability options are a step up. I think the best thing to do (if you can afford it) is have both and play them back to back for a complete experience but if I honestly had to pick which one was better, I’d go with the first one since I’m much more inclined to play it and see what wacky endings I can earn rather than seeing the SRA repealed or lessened by the end of this game.

My Rating:

Rating: 3 out of 5.

Pretty Good

Have you ever played Marvel: Ultimate Alliance 2? If so, how do you think it compares to the first game? Which side did you pick and who made it into your team? What did you think to the new Fusion mechanic and the changes to the roster? Were you disappointed that the boss battles were still mostly tedious exercises and that the scope was scaled so far back? Did you ever complete all the Heroic Deeds and simulator missions? How are you celebrating National Superhero Day today? Whatever your thoughts, leave a comment below or on my social media, and be sure to check out my other superhero and comic book content across the site!

Back Issues: Secret Invasion

Published: June 2008 to January 2009
Writer: Brian Michael Bendis
Artists: Leinil Francis Yu

The Background:
In January 1962, legendary duo Stan Lee and Jack Kirby introduced Marvel Comics readers to the Skrulls, a race of warmongering shape-shifters who have long hounded Marvel’s heroes, particularly the Fantastic Four, by assuming their identities and powers. Experimented on by the all-mighty Celestials and launching aggressive campaigns against both the Earth and their hated enemies, the Kree, the Skrulls have been at the forefront of numerous Marvel stories over the years in addition to featuring as villains in various videogames and animated ventures before making their live-action debut, in a decidedly different manner, in Captain Marvel (Boden, 2019). Perhaps one of their most prominent storylines was the Secret Invasion arc that ran through these eight issues and multiple tie-ins and spin-offs; the brainchild of writer Brian Michael Bendis, Secret Invasion had not only been hinted at for some time and was heavily advertised as a means of changed up the perception of legacy Marvel characters and even return some to mainstream publication. Reviews of the storyline were mixed, with some noting that it was an anti-climatic Marvel event and others praising the marketing and artwork while criticising the religious undertones and spotty dialogue. Still, an adaptation of the story made its way into the Avengers: Earth’s Mightiest Heroes cartoon (2010 to 2012) and it also formed the basis of a six-episode, live-action series of the same name on Disney+.

The Review:
This eight-issue event series begins “years ago” after the destruction of the Skrull throneworld, a cataclysmic, prophesied event that leads the few survivors back to their queen, Veranke, who kicks the story’s narrative in motion by seeding Skrull agents throughout our world. It took years for this to be uncovered, and it was revealed in dramatic fashion when it turned out that the resurrected assassin Elektra Natchios was a Skrull in disguise, a revelation that alerted Tony Stark/Iron Man (then the conceited and self-righteous director of the Strategic Hazard Intervention Espionage Logistics Directorate (S.H.I.E.L.D.) following the game-changing events of Civil War (Millar, et al, 2006 to 2007)) to the depths of the Skrull’s infiltration. Recognising that even his armour’s sensors can’t be trusted to identity friend from foe, Stark drafts in his allies – Doctor Reed Richards/Mister Fantastic and Doctor Henry “Hank” Pym/Yellowjacket – to perform an autopsy in an attempt to figure out how the Skrull was able to remain completely undetected to technology, magic, and Mutant probing. Conveniently enough, a Skrull ship chooses this exact moment to come crashing into Earth’s atmosphere and make landfall in the Savage Land, taking Iron Man away from the operating room so he can investigate. Concerned that this could be the full-scale invasion they fear, Jessica Drew/Spider-Woman calls in the renegade “New” Avengers (those who refused to sign up to the ludicrous Superhero Registration Act in Civil War), which leads to Luke Cage/Power Man, Peter Parker/Spider-Man, James “Logan” Howlett/Wolverine, Danny Rand/Iron Fist, Clint Barton/Ronin, and Maya Lopez/Echo subduing Black Widow/Natasha Romanova and stealing her Quinjet to beat Iron Man and his government-sanction Mighty Avengers – Iron Man, Spider-Woman, Black Widow, Carol Danvers/Ms. Marvel, Janet van Dyne/The Wasp, Ares, Simon Williams/Wonder Man, and Robert “Bob” Reynolds/The Sentry – to the crash site. Both sets of Avengers are aware of the potential Skrull threat, which drives an even greater wedge between them as not only are the Secret Avengers being actively hunted by their former comrades, but they can’t even trust each other to be who they say they are.

While the Skrulls cripple Earth’s defenses, the fractured Avengers battle their classic counterparts.

After being brought down by one of the Savage Land’s rampaging dinosaurs, the New Avengers prepare to open up the crashed ship, but they’re intercepted by the Mighty Avengers, with Iron Man immediately trying to arrest them and Luke Cage obviously telling him and his jumped-up thugs to go kick rocks. Iron Man’s attempt to keep the rogue superheroes from overstepping the mark are scuppered when Timothy “Dum Dum” Dugan and his trusted butler, Edwin Jarvis, unexpectedly sabotage not only the orbiting the Sentient World Observation and Response Department’s (S.W.O.R.D.) satellite base but also Stark’s armour and S.H.I.E.L.D.’s Helicarriers and bases, effectively disabling the armoured Avenger and crippling the superhero community’s resources and communications. Additionally, maximum security prisons the Raft and the Cube are suddenly hit by mass breakouts and Mar-Vell/Captain Marvel and Susan Storm/Invisible Woman disable the villainous Thunderbolts and the rest of the Fantastic Four, with each of these supposed heroes flashing ominous eyes and assuring their victims that “He loves [them]”. Meanwhile, a Skrull armada bares down on Earth and Mr. Fantastic finds himself reduced to an elasticated mess right as he figures out the key behind the Skrull’s newfound undetectability, the victim of a shot from Pym, who’s revealed to also be the Skrull Citri Noll! Momentarily setting aside their differences to get Tony Stark to aid, the two Avengers groups are startled when a slew of classic-styled, currently deceased or long-changed superheroes emerge from the Skrull ship; Captain Steve Rogers/Captain America, the Vision, Thor Odinson, Doctor Jean Grey/Phoenix, Doctor Henry “Hank” McCoy/The Beast, Wanda Maximoff/Scarlet Witch, Jessica Jones/Jewel, Emma Frost/The White Queen, and Barbara “Bobbi” Morse/Mockingbird appear alongside classic versions of Spider-Man, Power Man, Wonder Man, Iron Man, Hawkeye, Ms. Marvel, Wolverine, and the Invisible Woman. Naturally, a tense showdown ensues in which both groups assume the other are Skrulls in disguise; guys like Wolverine, Spider-Man, Emma Frost, and the Vision struggle to get any kind of reading on their counterparts beyond sensing their distrust while Ronin is stunned to see his former flame, Mockingbird, alive and well but, despite Ares trying to convince his allies that it’s a trap, tensions boil over and an all-out brawl kicks off!

As more characters enter the fray, internal distrust is as rife as the escalating war with the Skrulls.

With Stark in agony from the alien virus that’s crippled his armour, Ms. Marvel flies him to safety as the others duke it out; the two Spider-Men trade quips and punches, the Vision uses the Sentry’s fear of his destructive and malevolent alter ego, the Void, to disable his God-like power, and Ronin steals his counterpart’s weapons to subdue their attackers but the arrival of a raging Tyrannosaurus rex disrupts the fracas. Trampled to death by the dinosaur, the classic Spider-Man and Hawkeye are revealed to be Skrulls, and Wolverine intuits that the Skrulls are setting them against each other to wipe out any resistance to their invasion plan. However, when he tries to eviscerate Mockingbird, Ronin intervenes and questions her; she’s adamant that she’s not a Skrull and even reveals personal information that only she and Clint would know, which is enough to convince him to trust her. This offers Luke Cage the hope that the Cap and Iron Man aboard the ship are the real deal, which would certainly explain Stark’s recent manic behaviour and allow the recently deceased Cap to still be alive, but Wolverine’s far from convinced. Meanwhile, back in New York City, a portal opens up and a whole slew of Avengers-inspired Super-Skrulls attack; there’s Skrulls combining the powers of various X-Men, a Fantastic Four Super-Skrull, one that’s a mixture of Spider-Man villains, and even an Illuminati hybrid, meaning the Young Avengers – Eli Bradley/Patriot, Dorrek VIII/Hulkling, Billy Kaplan/Wiccan, Tommy Shepherd/Speed, Kate Bishop/Hawkeye, and their mentor, the Vision – are completely overwhelmed despite Hulkling’s efforts to talk down their attackers with his royal status. Thankfully, they receive some back-up in the timely arrival of fledgling superheroes, the Initiative – Joseph Green/Gauntlet, Rachel Leighton/Diamondback, Cassandra “Cassie” Lang/Stature, David Alleyne/Prodigy, Anthony Masters/Taskmaster, Geldoff/Proton, Z’Reg/Crusader, Jimmy Santini/Batwing, Fahnbullah Eddy/Gorilla Girl, Wallace Jackson/Red 9, Delilah Dearborn/Geiger, Melee, Andrea Roarke/Sunstreak, and Alexander Ellis/Annex. Though the Skrull forces prove ruthlessly formidable, and the Vision is lost in the battle, even more help arrives when the Secret Warriors – Colonel Nick Fury, Yo-Yo Rodriguez/Slingshot, Daisy Johnson/Quake, Alexander Aaron/Phobos, J.T. Slade/Hellfire, Jerry Sledge/Stonewall, and Sebastian Druid/Druid – add yet more names and the bodies to the chaotic artwork and conflict.

Heroes and villains set aside their differences to take the fight to the invading Skrull army.

The Skrull threat is doubled thanks to the distrust between the world’s heroes, with even Nick Fury abandoning Ms. Marvel because of her alien DNA. Meanwhile, as a weakened Stark desperately attempts to repair his armour, Spider-Woman reveals herself to be the Skrull Queen, Veranke, and tries to convince him that he’s a Skrull agent so deep undercover that he’s forgotten his true nature. Before her poison (both literal and figurative) can take hold, Black Widow causes her to flee and Stark reveals that the key to victory lies with Mr. Fantastic, who’s currently being tortured aboard a Skull ship. Thankfully, S.W.O.R.D. director Abigail Brand bluffs her way onto the ship and flushes the Skrull into space to rescue him; Reed then fashions a device that exposes the Skrulls’ real forms, arriving just in time to stop another conflict in the Savage Land and revealing not only that the classic Emma Frost, Invisible Woman, Thor, Ms. Marvel, and Jessica Jones are Skrulls but that Mockingbird is as well, enraging Clint. The real Thor transports everyone to New York for a final confrontation, which even the Watcher, Uatu, shows up to observe and also sees Parker Robbins/The Hood’s criminal syndicate and Doctor Norman Osborn’s Thunderbolts pitch in with the nearly-incomprehensible brawl. While Mr. Fantastic and Iron Man try to take out Veranke (still disguised as Spider-Woman) to demoralise the Skrulls, the Wasp targets Citri Noll, who apes Pym’s Giant-Man form, though it’s Stature and the assassin Bullseye who end up taking him out. Iron Man is forced to withdraw so he can sort out his messed-up armour, Fury’s forces save Mr. Fantastic from being torn apart by multiple Skrulls posing as the Invisible Woman, the real Jessica Jones joins the fray, and Kate Bishop ends up gravely injured amidst the chaos. Although Wolverine tries to take out Veranke, the bio-electrical powers she stole from Spider-Woman keep him at bay, meaning it’s an arrow through the face courtesy of the vengeful Ronin that ultimately subdues her.

Although the Skrulls are defeated, the general distrust in Stark allows Osborn to seize power!

With Veranke compromised, Citri Noll activates a device that causes Janet to enlarge uncontrollably and unleash a chemical agent designed to kill humanity and Skrulls alike. With no other choice available, Thor whips up a hurricane with his magical hammer, one so powerful that is destroys the enlarged Janet and dissipates the weird black spots that threaten everyone’s lives. Although Wolverine seeks to make Veranke pay for Janet’s death, it’s Norman Osborn who gets the kill shot, then Iron Man finally gets his shit together and leads an all-out assault on the remaining Skrull ships, with the now disillusioned and leaderless armada being easy pickings. Iron Man also frees everyone the Skrulls impersonated since the shape-shifters conveniently needed the original versions alive in order to make the deception more convincing, meaning Elektra and Mockingbird return to “life”, Reed is finally reunited with his family, and the true versions of the likes of Spider-Woman re-join society. Unfortunately, this also means that Jessica Jones left her and Luke’s baby, Danielle Cage, in the care of the Skrull-Jarvis, a plot thread left unresolved in this story. Although recent tensions are eased in the aftermath and ensuing celebration, there’s an unshakable sense of hesitation given how long the Skrulls had been a part of Earth’s society and superhero community; Thor also condemns Stark’s recent actions and refuses to associate with him. Thanks to having publicly executed Veranke, Osborn is able to manipulate the President of the United States into equally losing faith in Stark, his methods, and his technology; the President thus ousts Stark as director of S.H.I.E.L.D. and names Osborn as the new overseer of any and all superhuman and defensive measures under a new organisation, H.A.M.M.E.R., unaware that this is exactly the opportunity the scheming madman and his Cabal of allies (Emma Frost, Doctor Victor Von Doom/Dr. Doom, The Hood, Prince Namor McKenzie/The Sub-Mariner, and Lady Loki) were waiting for.

The Summary:
Now, I am by no means an expert on the Skrulls; I know of them, primarily as an antagonistic, shape-shifting race of aliens who are almost constantly at war with the Kree and getting into scuffles with the Fantastic Four, but they’re generally on the periphery of most Marvel stories I’ve read. Secret Invasion is probably, to date, their most prominent story, at least in my experience, and it definitely adds some nuance to them that I didn’t expect. Normally, I see them as a warmongering race who live to conquer through both subterfuge and force but, here, they’re motivated by a fanatical devotion to their God (the “He” they keep referring to) and their invasion is seen almost as divine intervention. The Skrulls swamp television screens with their pseudo-religious propaganda, hijacking every telecommunications device across the globe and assuming the guise of various political figures, celebrities, and superpowered monarchs like Erik Lehnsherr/Magneto and Dr. Doom, and insist that they’re there to bring glory to our world and that their might cannot be opposed. Given the strength of their invasion and that their Super-Skrulls have mimicked the combined powers of many of Marvel’s heroes, it’s perhaps not surprising that Marvel’s ridiculously fickle citizens embrace their alien overlords, though this scene showcases that the Skrulls aren’t simply defending themselves or there to usher in a new age for mankind as they claim and are hell-bent on conquering the planet.

Having lost everything, the Skrulls throw themselves at Earth with fanatical desperation.

This campaign is spearheaded by their queen, Veranke, a figure of worship for the Skrulls and who has placed herself on the frontline, earning the trust of Tony Stark by posing as Spider-Woman and becoming privy to many of Earth’s defences. Stark even reflects on his role in the invasion and the shame he feels about not recognising the threat sooner in a show of guilt that was somewhat uncharacteristic of him at this time; this is a man who was so blinded by his belief that superhumans needed to register with the government that he actively fought and imprisoned his fellow heroes and abandoned many of them, and his morals, in favour of an uncompromising, borderline fascist mentality that only led to further conflict and resentment Indeed, Veranke revels in the irony of having twisted Earth’s technology and heroes towards her agenda, something she was easily able to do thanks to Stark being so dead-set about forcing or punishing his peers to register their true identities and powers. However, as much as Veranke likes to preach that hers is a Holy mission, she’s actually equally motivated out of revenge, specifically against Mr. Fantastic and the Fantastic Four after they tricked a contingent of Skrulls into believing they were cows decades prior. Since the Skrull home world has been lost and their once-prosperous empire lies in ruins, the Skrulls follow her without question and throw everything they have at Earth; they’re even willing to give their lives in the process, and in a last-ditch effort of mutually assured destruction, only to be defeated and left dejected. Veranke’s death leaves the Skrulls directionless and all their once-formidable might is as nothing; those that survive are left demoralised as they saw this as their last chance at survival and glory. Thus, Veranke’s quest for vengeance and conquest leaves her people devastated and more worse off than ever as a sizable portion of their armada is destroyed and the last thing they had in all the universe, their faith, is also shattered by their defeat.

The Skrulls are so deeply entrenched that the already frayed heroes are strained to breaking point.

I’m generally not a fan of imposter storylines; it’s a tired cliché and one that quickly outstays its welcome, but it actually works quite well in Secret Invasion. Many of the Skrulls seem to be completely unaware of their true nature; the Mockingbird-Skrull believes that she’s the real deal right up until the end and is begging Clint to listen to her even as he attacks her in a rage. This is also true of Captain Marvel, who believed so strongly that he was the deceased former hero that he couldn’t bring himself to kill and was convinced by Norman Osborn, of all people, to turn on his race; he even died begging the Kree warrior Noh-Varr/Marvel Boy to carry on the fight in his stead, so complete was his conditioning. It’s not revealed exactly how the Skrulls have the memories they do but it’s one of the big reasons why so many of them went undetected; however, many of the Skrulls posing as classic Avengers continued to believe they were the real deal after their true nature was revealed rather than immediately attacking the heroes in service of their God, which definitely paints much of this conflict in a morally grey area. The Skrulls pick the perfect time to strike the Earth; its heroes are divided and at war with each other and easy to manipulate, and seeing the return of dead heroes like Captain America, Mockingbird, and Captain Marvel, as well as the original version of Iron Man, only fuelled the flames of conflict between them thanks to Stark’s actions during Civil War leading to many deaths, including Captain America’s. It would’ve been so easy to explain away Stark’s recent actions as being the work of the Skrulls but, interestingly, that doesn’t turn out to be the case and, similarly, Cap’s death isn’t immediately undone with the presence of his classic counterpart. Instead, we’re left with a world where Stark is still shouldering the burden of his actions and where Cap’s mantle has been taken up by his friend, James Buchanan “Bucky” Barnes; there are no quick-fixes in this story to explain away the events of Civil War and there isn’t really a sense that bridges have been mended by the end of it as distrust is still rife and the status quo remains unchanged.

A decent story with some interesting wrinkles but a bit overstuffed and manic at times.

Ultimately, I quite enjoyed this story; it’s hard to read as an eight-issue standalone as you need some knowledge of prior Marvel events, especially Civil War, and it’s clear that there’s a lot of additional story and conflict in supplementary collections and books, but the narrative works just as well if you only read these eight issues. I enjoyed seeing the Mighty and New Avengers be forced to set aside their differences when faced with their classic counterparts and the reveals of which characters were Skrulls, even if none of the major players were aliens in disguise. The quasi-religious bent to the Skrull invasion was an interesting twist, as was them siphoning and combining the powers of Marvel heroes into an army of Super-Skrulls, and the art was pretty consistent and easy to follow throughout. Unfortunately, the biggest issue I had with Secret Invasion was the sheer number of characters jammed into it; it was hard to keep track of it all at times and it’s obvious that teams like the Young Avengers, Thunderbolts, and Secret Warriors all had bigger parts to play in spin-off stories, but I think they could’ve been downplayed a little here. There’s a Skrull-Galactus with absolutely no context or consequence to the story and even Uatu shows up, which is generally a short-hand to indicate that the events are of cosmic importance but, again, it doesn’t actually factor into the story in a meaningful way. Stark spends most of the arc out of action thanks to the Skrull virus messing up his armour, which is great for leaving him vulnerable and in pain and unable to participate in the wider conflict but then he just shows up in an older armour with a throwaway line for the finale. Similarly, Thor just pops in out of nowhere, formally prominent characters like Wolverine and Spider-Man get lost in the shuffle, and late appearances from Jessica Jones and Norman Osborn are simply there to set up the next big Marvel events and stories. Overall, it was pretty enjoyable and not as much of a mess as some Marvel events, but the action got a little too chaotic at times and there were too many characters wedged into these issues, which I think would’ve been far stronger if they’d focused on, say, eight or ten main characters and then just showcased the others in supplementary materials.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you enjoy Secret Invasion? Were you shocked to find out which characters were Skrulls in disguise? Were you hoping that some of the classic Avengers would turn out to be the real heroes? Which of the teams featured was your favourite? Did you think there were too many teams and characters in the story and which of the spin-off books did you enjoy? What did you think to Veranke, the pseudo-religious slant to the Skrulls, and the Skrull invasion? Were you also frustrated by Tony Stark’s characterisation during this time, or did you enjoy seeing Marvel’s heroes in dispute? What are some of your favourite Skrull-centric stories? Whatever your thoughts on Secret Invasion, feel free to share them below or leave your thoughts on my social media.