M:AA is a combat-oriented turn-based
role-playing game, loosely based on the Cinematic Marvel Universe (the one
where Director Nick Fury looks like Samuel L. Jackson). Here, players take the
role of a rookie agent from S.H.I.E.L.D. (Strategic Homeland Intelligence and
Espionage Division), who has just finished combat training when a mysterious
pulse from outer space rains a mysterious substance (which SHIELD later calls ISO-8)
that can enhance the performance of both men and machinery to the point that a
thug armed with a knife can damage Iron Man’s high-tech armor, resulting in a
mad dash by various criminal organizations in the Marvel Universe to gather as
much of it for themselves as they can. Despite his or her just being out of
SHIELD agent school, the player is immediately paired up with Iron Man and
tasked to assemble a team of Earth’s mightiest heroes. Armed with nothing but a
standard-issue SHIELD jumpsuit and Needle Gun, as well as a magical bottomless
backpack that only he or she can see and use, he or she must stop the crime wave
spreading across New York .
That’s just for starters.
The new guy. |
Basic
gameplay proceeds as follows. Players choose a mission to undertake (there are
typically six per chapter) and chooses which threats (color-coded by
difficulty, blue ones are the easiest fights, red ones are the hardest, while
yellow ones lie in between) to combat first.
Defeating enemies in combat nets
the agent some silver (in-game common currency), and experience points, which
are also gained by up to two heroes that fought alongside the agent. Earn
enough experience, and the agent levels up, while heroes who have earned enough
experience to gain a level must take some time off for training. Training makes
the hero unavailable for a fight until training is done, but he or she comes
out of the training room with new abilities or room for better stats. These
stats are Health, Stamina, Attack, Defense, Accuracy, and Evasion.
Color-coded for your convenience. The red skull is a High threat, the blue ones are Low threats, and the named threats are either mini-bosses or the mission boss. |
Stats - where would RPGs be without them? |
Players
will need to watch their team’s Health points while in combat, because an agent
or hero who loses all of his HP is knocked out and removed from combat. Combat
is also dictated by Stamina – it is consumed whenever the agent uses one of his
equipment or a hero uses one of his powers or attacks, and if it is depleted
(or drops so low that no actions can be taken) the Recharge action or a
consumable item must be used to replenish it. While there are also items that
restore Health, and some that restore both Health and Stamina, there is no
equivalent action to recover Health by forgoing an action or turn. Finally,
both the agent’s teams and the enemy teams start the match with full health,
and in the good guys’ case full stamina as well.
Attack
determines how much damage weapons and powers will do against a target, which
is mitigated in turn by the target’s Defense. The chance of an attack hitting
is dependent on the Accuracy of the attacker, as well as the target’s Evasion
stat. These 4 stats may increase or decrease during combat, as a result of
items, attacks, equipment, or powers.
Engaging enemies
in a fight drains 10 Energy from the agent, of which he or she can have a
maximum of 60. Energy recovers in real-time, at the rate of 1 Energy point
every 6 minutes. Also, when an agent gains a level, his or her Energy is
replenished to full.
An Agent's Energy meter. Note the buttons on the left to use stored energy from the inventory, and to add more energy either from visiting your allies' maps or purchasing stored energy in-game. |
Thus, even at low levels of play, a bit of resource
management can already be seen in action. Pick the most Energy-efficient fights you can win
and gain experience to level up. Leveling up in turn, allows you to prevail
against tougher fights that will net you more experience.
Recharging your
agent’s Energy meter and getting better stats are just some rewards of leveling
up. The in-game store has items that are unlocked by the agent reaching a
certain level. Other items must be researched in order for them to be made
available for purchase, and apparently SHIELD is reluctant to release
high-energy laser rifles and the like to rookie agents. For heroes, gaining a
level either means new powers and abilities, or an ISO-8 slot. Yes, the rocks
that every criminal organization is fighting over can be used to upgrade your
own heroes, including your agent. I like to think of it as making a slight
alteration to a hero’s outfit, like sewing a pocket for the piece of alien
mineral.
Essentially, heroes’ outfits, suits, uniforms, whatever you’d like to call them, have 8 Iso-8 slots, and an agent can purchase new suits to get different abilities and to get more Iso-8 slots of his own. Iso-8 pieces can provide bonuses to one, two, three, or even all stats, though some research is required to make them available for purchase in the store. No research is required to slot the fragments you manage to take from fallen enemies, though.
I’ve been
mentioning research for quite some time now, so let’s now take a look at how it
works. Once a player has access to the Research button, he or she can choose a
topic of research, which will unlock an item in the store and possibly further
research down the line, usually level-locked.
"Sorry Agent, we can't sell you this fist-mounted lightsaber because you haven't paid the lab rats enough for them to realize that there is such a thing as Plasmic Stability." |
Research costs silver to fund, as
well as SHIELD points to authorize.
Taking the information from the image above and the one before it, to get an Energy Fist, a player needs to spend 207,040 silver and 31 SHIELD points. |
SHIELD points and silver are also consumed
when training heroes, and it is not uncommon to see players struggle in the
beginning to amass both, and making tough decisions whether to unlock new
technology or to develop their available heroes further. While silver can be
earned by defeating enemies and completing missions, where does one get SHIELD
points? We’ll get to that in a bit.
At its core, Marvel: Avengers Alliance is essentially
a single-player RPG with some Player Versus Player thrown in, that boasts a
massive ‘socialization bonus’ – a term which I cannot be credited with
inventing. Inviting your friends to join the population of the game yields
rewards for you, as is the case with most Facebook games. Here, friends become
sources of the in-game resources silver, energy, challenge points (for PVP
enthusiasts), and SHIELD points, as well as certain consumables, in two ways. First, any of
your friends who also play appear in-game as areas you can visit.
Here we are visiting Tony's neighborhood. Yes, that Tony - genius, billionaire, playboy, philanthropist. |
You can click
on indicated points to retrieve aid packages from them every 12 hours or so.
These include silver pieces, Energy points (which are immediately added to your
current amount of Energy), Challenge points (also immediately added to your current total, and can
only have a maximum of 5 at any time), and SHIELD points. While a player can
only receive 30 silver pieces (interesting!) per click (each coin icon
representing 10 silver), a yellow lightning bolt restores just 1 Energy, and a
red lightning bolt restores 1 Challenge. A purple SHIELD icon gives the player
3 SHIELD points at once.
If you need EMP grenades to fight robotic opponents and you have none at the moment, where do the EMP grenades you send to your friends come from? |
The Unstable Iso-8 is replaced with
another consumable when there are no Special Operations running. Up to a
maximum of 50 gifts can be collected per day, but a player can send as many
gifts of whatever types as he or she wants to his or her friends.
For security and privacy purposes, the time stamp, names, and pictures of the gift senders have been blacked out. |
The game’s
reliable source of silver is also dependent on your friends list. There is a
part of the game called the Flight Deck, representing the runway of the SHIELD
Helicarrier.
See the green Z's above the jets? Put those lazy bums to work! |
Here, heroes may be assigned to a jet to fly Remote Operations,
taking them out of the combat roster for periods of varying duration, and upon their
return the hero will have earned some experience and brought home some silver.
The amount of silver earned per jet depends on the level of the hero, the level
of the jet, and the length of time the hero was away.
Use these short missions to let your heroes earn silver for you while you're busy with other tasks - like household chores or the work that's been piling up on your desk while you were busy playing. |
A level 12 hero, which is the maximum in the game, will bring home 90% bonus silver per completed remote operation. The thing is, training a hero from level 11 to 12 costs 300,000 silver. |
To purchase new jets, one
spends silver, and sends out a request to friends to join the player’s flight
crew. Once the crew is assembled, the new jet becomes available for Remote
Operations. Higher level jets, which earn more silver, can be obtained if one’s
agent has reached the appropriate level, can pay the silver for the upgrade, and
has enough friends to crew the vehicle. It is possible for one’s friends to be
part of more than one jet’s crew, thus it is entirely possible to field a
complete set of 8 fully upgraded jets with just 8 friends who actively play the
game.
If you have no
Facebook friends to invite or willing to help you along with the game, the last
resort is to use gold. Gold in-game is a resource that is progressively more
difficult to come by the higher your level is (you gain 1 gold each time you
hit a new level), but it can also be bought using real-world money, via credit
card.
Are you willing to part with your hard-earned cash for the game? |
Using the current conversion rates in-game, 1 gold can be exchanged for 1
SHIELD point (not recommended) or 2 Command Points (which are used to recruit
heroes, and buy alternate uniforms for them). Gold is also used to purchase
powerful and limited-edition weaponry and equipment. Gold can also be used to
fill in for missing crew for your Flight Deck jets, at a rate of 1 gold per crew
missing.
If you’re not
picky about inviting people on Facebook to become just gaming friends, you can
(as yours truly did) create a forum account for the Facebook version of the
game, and visit the Find Allies thread. Here, you can click on people’s Facebook
wall links and send them a friend request. (PRO TIP: you might want to consider
creating a list for your gaming-only “friends” to keep them separate from your
actual friends and relatives.) This saves you the onus of using gold to crew
your jets, and if you don’t like your Facebook page getting bombarded with
updates and pictures you don’t find funny, you can always block them.
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