In one of the Q&A's done, they said that the moves are all redone...they basically took the foundation and worked from there, I would say.
Here you go Ryuuie:
Q. Whats new with powers?
A. [Click the A., the answer is pretty long]. Short version: the Powers from Marvel: Ultimate Alliance 1 were split into Powers and Abilities for Marvel: Ultimate Alliance 2, and weve added Fusions and Boosts on top of that.
A2. Also, to allay some of worries Ive seen voiced: we realize that the way weve set up the system means that any UnFun powers would stand out. This is why weve been absolutely ruthless in fine-tuning every single power. Weve actually had a couple cases where a power was completely scrapped after being finished (as in, all animation and art and programming was in the game and functional) because when we were playing it in the game, it didnt end up being that fun. Taking this approach obviously meant a lot of extra work for us (each power takes a LOT of work from a number of different teams), but when we started working on Marvel: Ultimate Alliance 2, we knew the bar was going to be really high. So we did what we had to do to make sure we met that bar, and then sailed over it.
Q. How will we perform fusions? How will this be different when fusing with an AI than a friend?
A. If you think about it, Fusing with some AI in your game is a different proposition than Fusing with a friend, but we still want the interface to be really intuitive. I think weve solved this problem pretty well
If people really care about this detail stuff Ill make a whole dev diary about it, it was the kind of thing I was thinking of but didnt know if there was demand for.
Short answer: Basically, Fusions easy, cause youll be using it pretty often (I cant say how much, cause were still tuning, but definitely more often then Xtremes were used).
Q. Wait, so what about X-tremes?
A. X-Tremes are gone, but now we have Fusions. This is when two characters combine their powers to do something crazy, like Storm and The Human Torch creating a flaming tornado which sucks in enemies and sets them on fire. Its not really correct to say that Fusions have replaced X-Tremes, because youll use Fusion a lot more often, and theres a lot more of them (since we have one for every possible combination of two playable characters). Also, X-Tremes were really just cutscenes that did lots of damage, but Fusions are interactive (that flaming tornado is player-controlled. Yeah, its pretty awesome).
Q. Are some of the character powers being recycled from MUA1?
A. All of our moves have been rebuilt from the ground up. Weve got some surprises in store for you guys, but it was of paramount importance to us that all characters feel right. Because of that, there will be some things that are familiar (Spider-Man needs to swing around on a web
He cant use a scooter wink), but we expect youll be impressed by all the new stuff thats gone in.
Q. How are the controls for powers be different, (ie will we be able to use more powers without having to swap them out)
A. One of our chief goals was putting things at your fingertips. You dont have to pause the game to use Fusions, you use them similarly to powers. There are some other systems that are touched by this kind of thing but I cant talk about em yet.
Q. How has the character leveling system changed?
A. The player interaction process for leveling has been completely rebuilt, and we feel really great about the result. Youre going to have an unprecedented level of control over how your hero throws down, and exerting that control will be faster and more streamlined. We probably wont get into the details of this system until much closer to launch, but I think youll be pleased once we do.
Q. What are some improvements to the characters powers in the game in terms of animation and presentation?
A. Weve got tons of effects and animation support for making every power feel present in the world. Well be getting some more screenshots/videos up soon, so youll be able to judge for yourself - but I feel pretty confident you guys will be impressed.
Q. What about duplicate/similar powers?
A. This was definitely a concern for us, and weve taken pains to make sure that the characters powers are as unique as possible. Aside from the usual visual differences like animation, props, and special effects, we have extensive under the hood differentiations like damage type, damage potential, range, scaling, rate of fire, and other stuff that I dont know much about because Im not a Powers designer. smile Different powers fill different roles, and while playing through youll find that some work better than others depending on the combat situation: Were trying to make combat a deeper exercise than just mash A, melee until your power meter refills, mash A.
Anyway, specific powers will be covered closer to launch, but for now, I can say that the characters all feel very different when Im playing through on the kit.