FAQ

Q:  How big of a project was this?

A:  From the start of the project to ALPHA was around 13 months - basically October 2007 to November 2008.  We were content complete around January 2009, which was approximately 8 months before the next-gen version finished up.  Our max team size was about 30 people.


Q:  What engine was used?

A:  Alchemy 3.5 was provided as the base technology.  It gave us a great jump start on content development, but this PS2 era code required significant time investment from n-Space to maximize the results on Wii.


Q:  Why aren’t there any unlockable costumes?

A:  Our original design did include unlockable costumes, but we chose to cut this feature when VV informed us they wouldn’t be doing it.  They later reversed this decision, but that happened too late for us to support the change.


Q:  Why isn’t Iron Fist in the game?

A:  Iron Fist was always intended as an exclusive to the 360/PS3, much like Psylock, Blade, and Cyclops are exclusive to the Wii and PS2.  This hasn’t been communicated well to the press.


Q:  Why can’t I save or switch party members at any time?

A:  Our design uses the S.H.I.E.L.D. access point, as VV’s original design called for.  By the time they chose to allow party switching at any time our game was done.  It’s unfortunate because we could have supported this easily but chose to keep our design in line with their earlier direction.


Q:  Why isn’t there support for online multiplayer?

A:  n-Space invested a lot of time and effort looking into the possibilities of online multiplayer for the Wii.  Unfortunately, the technology provided to us and the timeline we had wouldn’t allow us to ship a full-featured online component that met our expectations for responsiveness and stability.  This is something we really wanted to deliver, and invested many many man-months in as a company, but unfortunately it wasn’t in the cards.


Q:  Why has Vicarious Visions been so much more straightforward with the fans and the media than n-Space?

A:  Like any independent developer, our relationships with our publishing partners prevent us from speaking directly with the press and fans about our products before launch.  Marketing teams work hard to create a coordinated plan for the release of information to different partners in the media and to do that effectively they have to control the flow of information.  Activision has aggressively promoted the MUA2 launch, with hundreds of stories in various print, online, and TV outlets, but the vast majority of that has focused on the 360 and PS3 versions of the game.

n-Space is proud of what we have achieved with MUA2 Wii / PS2 / DS.  Our investment in these products is significant and we have offered our complete support of the marketing effort throughout their development.  Now that the games are released we are able to support them as we see fit.  We hope this series of articles goes a long way towards addressing this perceived shortcoming, answering some of your questions and making it clear that n-Space poured its heart and soul into MUA2, as it does every game. As a company, n-Space is trying to be more accessible to fans in the future and more proactive in making sure the word gets out on what we’re developing. Keep an eye out for great and exciting things to come!


Q:  How do I change my selected auto spend settings?

A:  You can change both your auto spend setting and the AI’s auto spend setting in the options menu while the game is paused.


Q:  Why didn’t n-Space have the Stan Lee cameo in MUA2?

A:  Unfortunately this was also something we learned about at a date far too late to include in the game.


Q:  Are there cheat codes in the game?

A:  Of course! The following codes are entered via the D-Pad on the Wii Remote (and usually accompanied by a sound effect letting you know you got it right :)

  1. BulletGod Mode = Down, Up, Up, Down, Down, Left, Right, Down

  2. BulletCharacter Advance 10 Levels = Down, Up, Left, Up, Left, Up, Left, Down

  3. BulletAll Heroes = Up, Up, Down, Down, Left, Left, Left, Right (entered at the Character Select screen)

  4. BulletAll Bonus Missions = Up, Right, Down, Left, Left, Right, Up, Up (entered at the Bonus Mission screen)


Q:  Are there more cheat codes in the game?

A:  Maybe :-)  Keep an eye on our Facebook and Twitter pages!

Now that Marvel: Ultimate Alliance 2 has been released for the Wii and PS2, the development team at n-Space would love to tell you more about it, offering an inside glimpse into its development and to let the fans see what makes us so proud of this great game. We’ll be posting a series of articles like this through the end of this week and into next, so check back each day to see what’s new!

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The following are some of the more Frequently Asked Questions we’ve received since Marvel: Ultimate Alliance 2 was released for the Wii:

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Diary Entries

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-What’s new in MUA2

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-Story, Levels, & Characters

-Controls

-New and Improved Features

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-Fusion

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-Frequently Asked Questions

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