In X-Men Legends II, the X-Men must join their enemy the Brotherhood to fight a greater menace–Apocalypse. The sequel to the team-based role-playing game X-Men Legends lets you play as one of many X-Men, and use and combine his or her unique abilities to defeat enemies. Rise of Apocalypse includes new mutant powers, playable characters, and environments. X-Men Legends II also offer multiplayer play, which lets you work cooperatively against other teams of mutants.
The X-Men have been around for a long time, having been created several decades back by Stan “The Man” Lee. Since then the merry band of mutants have starred in many games, most of which were horrible. Everything changed when Activision released “X-Men Legends” on the PS2 (it was also released on PC and X-Box) and showed the world what a great X-Men game should be like. Taking what the X-Men are known for, working as a team, XML was an action-RPG in the same vein as Diablo. So you know the drill, grab a team and go to location A, beat the holy Hell out of everything that moves while leveling up and acquiring new items, then continue on to location B. A year or so later Activision released the sequel, “X-Men Legends 2: ROA”, fixing most of the problems bogging down the original. Then a few months later they released it on the PSP, with a few new goodies thrown in.
“X-Men Legends 2: ROA” is for all intents and purposes the same exact game as its console brethren, with some exclusive add-ons to sweeten the deal of course! First up are four exclusive characters (Cable, Cannonball, X-Man and Dark Phoenix) and although they do add to the game they don’t really add too much to the story or anything else. Not to mention the fact that if you asked any X-Fan what four characters they’d want to see I doubt, with the possible exception of Cable, that any of those guys would make the list. I’m not saying that the new characters suck, it’s just that I’d rather have some established X-Men added to the roster. Also new are the nine viewable (and playable) comic book missions. These missions are the equivalent to the flashback missions seen in XML, except that they showcase much more memorable times in the X-Men universe. For example, one of these comic missions sees your team storming the orbiting Asteroid M, as seen in the “Fatal Attractions” storyline. And just think, there’s nine of them all together so any X-Geek is going to have a great time reliving those events.
Of course all this mutant goodness doesn’t come without its price. The port over to the PSP has left the game with some X-tremely (hehe) long load times. Ok so maybe not that long, but on average be ready to stare at the game’s many background screens for at least 30 seconds. It’s not a deal breaker by any means but it’s definitely worth noting. Veterans of the first game shouldn’t have too much of a problem though as the load times are on par with that game’s. Another problem that may bug some players is the overall darkness of the game. Now I’m not talking about the story being rated M or anything, I’m talking about the game literally being too dark. Certain levels such as the interiors found in The Savage Lands are so dark that you’ll often times find yourself attacking an opponent only to realize that you’re attacking one of your own team mates. Again, this is not a deal breaker in any sense but just know that playing XML2 anywhere where there’s sunlight will seriously hamper your gameplay.
So are these additions to an already great game worth you buying it (again)? Well if you haven’t played the PS2 version then slap yourself for not already having this game in your PSP. For those of you who have the console version though, check it out and see if you’ll like it. It’s the same game but the PSP’s exclusives may lure you in, plus you can take it on the go. Still, the long load times may turn off some players but stick through it and you’ll find one of the most rewarding experiences to be found on the PSP.
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