RELEASED: September 20, 2005 (GCN, PS2, Xbox)
AVAILABLE ON: DS, GCN, PS2, PSP, Xbox
DEVELOPER(S): EA Canada, Nihilistic Software, Sensory Sweep Studios (DS), Team Fusion (PSP)
In the summer of 2005, Marvel Comics launched a miniseries entitled Marvel Nemesis, created in close collaboration with everyone's least favourite big game developer - though they were still not quite as unpopular as they are today - Electronic Arts. Of course, the whole point of EA being a part of the series' creation was to promote the video game Marvel Nemesis: Rise of the Imperfects, which was released on five different systems, September through October. The game was a 3D, one-on-one fighting game, which pitted a host of Marvel's heroes and villains alike against a group of EA's aliens calling themselves the Imperfects. The comic book series wasn't that specially received, but the game outright bombed; all versions of it, but once again the award for hosting the least appreciated version of the the game goes to the Nintendo DS. Let's have a look.
Boring... so boring
Brilliant alien scientist Niles Van Roekel unleashes his small army of genetically enhanced supervillains - dubbed the Imperfects - on New York City. A group of superheroes - including Spider-Man, Daredevil, as well as members of both the X-Men and the Fantastic Four - form an uneasy alliance with a couple of their world's villains to stop yet another alien invasion.
|The good news is that you actually|
CAN push that guy off the roof.
The level design is honestly the game's strongest hook; the incredible simplicity of combat can also be traced back to it, though. The levels are multi-layered, vast environments, where most background items can either be broken or used against your opponent. Fighting on a road is quite annoying as you can never predict being run over by a car yourself; what's with these New York drivers? As far as the rest of the graphical presentation goes, I guess the game looks all right; after all, it's a moderately early DS game with full 3D - there could be just a little more light, though.
Combat is indeed simple as heck. Get in any sort of trouble and you can just grapple your opponent and hurl him/her to the other side of the screen to buy yourself some resting time; they won't even try to block the grapple. Keep punching Y for an endless array of simple, yet effective combos. Double up the power with holding R. It's really that simple, and it will get you to the end. Since this is a DS game, of course there's slight wankery on the "other" department as well. Whenever your opponent is close to biting dust, you're to whip out the stylus and click the touch screen with a couple of well-timed pokes to actually KILL your opponent with a fancy finisher. Wow. Whether you actually have time for such wankery or not is a whole other thing. In other words, you don't.
|The final boss. Not only is he a pushover,|
but I think DC Comics needs to have
a chat with EA.
This game is a real drag. Not of the unplayable kind, but if you want entertainment, look for it somewhere else. When there's finally a handheld system that a fighting game can actually work on, they make something like this. Though the 3D level design's good, I would've rather had a fully functional and just somewhat challenging 2D game than a fancy, but ultimately empty makeover.
+ The level design is quite unique, it could work in a more functional context
- Easy, empty and boring
- Utterly fails to encourage the dedication it requires for completion; I mean, THREE characters available from the start? Really?!
< 4.5 >