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Like many video game fans, I am also a fan of comic books. And also like many comic book fans, I had a phase where I loved the X-Men. While games and comics are and were some of my favorite pastimes, most of my experiences with licensed games was limited to what I played in the arcades. I never bought an X-Men, Spider-Man, Batman or any other comic license in gaming form, save Teenage Mutant Ninja Turtles. That being said, Activision has done a great job with X-Men Legends II. It's not perfect, but there’s a lot to like in terms of raw gameplay and production values. Also, there’s a lot of replay value, unlockables, and group fun to be had. Comics fans who are willing to let continuity slide a little for sake of a narrative that collects a lot of the best X-Men locales, villains and guest characters will be in for a treat. visuals audio gameplay Your merry team of four, be it from the X-Men or the Brotherhood, must beat the holy hell out of everything on the map, and do so in locations from the Savage Land to Egypt. Each character has a set of powers and skills unique to their mutant heritage, so you can expect to see Toad leap about and Bishop absorb energy. It pays to have a strategy in picking teams, as some obstacles require specific abilities to pass. At Activision’s E3 preview, they emphasized to me the new power selection method, which is the biggest gameplay change from the old game: you no longer have to pause the game to access your full library of available powers. Add this to the optional automatic skill and point distributions for leveling up and you have a game that can be easily enjoyed by casual gamers or hardcore fans. It keeps players in the action and away from stat-managing should they so choose. Your A.I. team will do a competent job of busting heads and can automatically heal themselves in a pinch instead of letting themselves get killed off. If you want to go it alone or with fewer than four, you can do that as well; X-Men Legends II is nothing, if not scalable. Your mutant powers are the stars, and using them is a lot of fun. Most of your attacks will be mutant powers after you advance a dozen levels or so. While the melee attacks assigned to A and B are a necessary element to proceedings until you acquire a library of powers to choose from, I couldn’t help but think while playing that a large amount of controller real-estate was allotted to functions not incredibly vital to the game. Targeting is a minor issue; most powers find their target, but you will occasionally wish that a lock-on feature was included after whiffing a critical blow. By yourself, this is a dungeon crawl with extra flair. The combat is fun, and you can change out team members when you feel that things are getting stale, which unfortunately does happen. This is because the combat never approaches the level of depth that your character development does, which is a letdown. multiplayer overall
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