Marvel Ultimate Alliance has certainly evolved over time, with Marvel Ultimate Alliance 3: The Black Order marking a noticeable departure from its predecessors. While it keeps the core concept intact—traversing diverse settings and encountering an array of characters—the addition of ISO-8 grinding and complex menus has shifted it away from the straightforward fun of the earlier games in the series.
Each game in the Marvel Ultimate Alliance series introduced different systems to enhance player stats and abilities. Whether it’s the gear in the original, medals in the sequel, or ISO-8 in the third installment, fans might have their favorites based on personal preference. Should a fourth game emerge, it would benefit from learning from each of these experiences to chart a thoughtful course for the future.
In the first installment of Marvel Ultimate Alliance, character customization revolved around gear. Players could collect items tied to specific heroes and villains, offering passive benefits and buffs. Since each character could only equip one gear item, players were often tasked with making strategic decisions about which attributes suited their playstyle best. Unwanted gear was a handy source of in-game currency when dismantled, providing a practical element to the endless inventory hunt.
Despite the overwhelming amount of items, gear was relatively straightforward to manage, making it a favorite for those who appreciate tangible gaming depth. Take Enchantress’ Aura of Seduction gear, for example, which had a neat perk that turned enemies into temporary allies during melee combat—a unique feature that can transform gameplay moments.
Marvel Ultimate Alliance 2 took a turn towards simplicity by replacing gear with medals, which provided similar passive buffs applicable to all characters. The game started with one medal slot, expanding to four as you progressed, categorized into melee, power, defense, and specials. Each character could only use one special medal at a time, which were notably rarer and more powerful. As medals were color-coded in tiers of bronze, silver, and gold, the lower-tiered medals soon became obsolete. While this simplified the system, it left many players yearning for the diversity in character enhancement the first game offered.
The most controversial element of Marvel Ultimate Alliance 3: The Black Order is arguably its ISO-8 system. This new mechanic drew closer to gear in terms of concepts but introduced a complex and sometimes tedious approach to inventory management. ISO-8 involved collecting color-coded crystals through various activities, which could then be equipped to different characters.
The excessive menu navigation turned the system into a chore for some players, especially when factoring in the grinding required. While some fans enjoyed the extended character development possibilities offered by Infinity Rifts and the expanded roster, others missed the streamlined systems of earlier titles.
Ultimately, whether Marvel Ultimate Alliance 3’s approach resonated with players depended on individual tastes. Some appreciated the depth, while others longed for the simpler past systems. Going forward, it might make sense to refine the ISO-8 model or perhaps revert to something akin to the original gear system. Future iterations would need to thoughtfully balance player engagement through immersive storytelling and streamlined mechanics, offering both a rich Marvel universe to explore and enjoyable gameplay progression.
If a new Marvel Ultimate Alliance is in development, a pivotal decision will be determining whether to continue experimenting with the ISO-8 system or to revert to more familiar and beloved mechanics from earlier titles. A compelling mix could keep players engaged, with lore taking center stage rather than repetitive character leveling.