We’ve dished about Marvel: Ultimate Alliance 2 several times over the past few months—meaning we expect you know about the Civil War ties, diverging plot points and newly debuted characters. But until now the obvious sore spot in our coverage has been the lack of hands-on play. And the truth is, no matter how appealing taking charge of a group of superheroes may be, the excitement wouldn’t be enough to negate troubled gameplay. Good thing Vicarious Visions is building upon the success of its predecessor instead of resting on its laurels. Read on to find out why we suspect Marvel: Ultimate Alliance 2 will overshadow its forerunner come launch day.
Before we got our hands on the controller, we spent a decent amount of time chatting about how aligning with the pro or anti-registration factions will affect gameplay. First, we confirmed the obvious; depending on your alliance, some characters will be rendered unplayable. But don’t fret. The first third of the game unfolds via the Secret War storyline—meaning you’ll have some quality time with the full superhero roster before being forced to make the big decision. Vicarious Visions wasn’t explicit about how many characters will be off limits once you take a stand, but it’s pretty obvious that you’re not going to be playing as Iron Man if you align with the anti-registration faction. And vice versa with Captain America. Reed Richards, aka Mister Fantastic, is confirmed as exclusive to the pro-registration side. On the anti-registration side of the spectrum, Iron Fist and Luke Cage are locked in with Captain America.

These affiliation-exclusive characters will act as your ally or enemy depending on the course you choose, meaning in one scenario they will fight alongside you and in another stand in your way. These key characters will be aided by political fodder aimed to up the action. On the anti-registration side you will be primarily taking on nameless S.H.I.E.L.D operatives. If you choose the pro-registration path you will be pitted against the White Stars, a garden-variety guerilla group that has sided with Captain America.
We also learned that the narrative won’t follow perfectly the story laid out by Mark Millar. Some plot points have been fudged a bit for the sake of good gameplay, such as one massive green behemoth not being an inhabitant of outer space.
As with the first game, NPC interaction plays out differently depending on their relationship with your lead character. While dialogue continues to function as a vehicle to forward the game, it also is a bonus for players who know the Marvel universe like the back of their hand. If you talk to Iron Fist as Thor they won’t have much to say to each other. But if you approach Iron Fist as Luke Cage, the situation changes. Potential character interactions are indicated by an exclamation mark over their head. If two characters have a special bond or history together, the exclamation mark is garnished with a pair of wings and a star. For Iron Fist and Luke Cage, their conversation naturally digressed to Heroes for Hire.
Vicarious Visions added yet another layer of complexity to the art of conversation. Speaking to NPCs will prompt you with one of three response styles—aggressive, diplomatic or defensive. Your conversation style will affect the attributes of your lead character at that particular point in time. Aggressive answers augment strength, diplomatic responses fortify teamwork and defensive rebuttals will amp up your body.
But enough about talking. MUA2 is all about action right? We got to test our chops in a familiar looking level—the DC map that pits the player against hostile soldiers with rocket launchers. And Deadpool. Gameplay felt familiar enough, balancing heavy and light attacks with grapple moves and the more advanced powers. One big difference was the ability to run down the street and toss benches, cars and large flowerpots at baddies. The level of destruction was much more satisfying than simply destroying the façade of a building for no apparent reason, as found in the first title.
We jumped immediately into co-op play, with three members of the GI crew joining the fight. You are still able to swap between characters as you desire, excluding characters manned by your co-op buddies. If you die, you are automatically put in control of a remaining unmanned character, which can throw you off if you aren’t expecting it
As far as variety within missions, the majority of them will look and play quite similar despite differing affiliations. The second part of our playtime unfolded with us as members of the anti-registration camp. Our mission was to navigate the rooftops and take out S.A.M. hubs keeping aerial reinforcements at bay. In the opposite scenario—if we were instead on the pro-registration side—the level would play much the same, with us defending the rooftops instead of infiltrating them. Even though the differences are small, the variation in mission structure helps to make a second playthrough sound more appealing.
Playing co-op also introduced us to a handy new feature—the quick upgrade menu. The quick upgrade menu allows you to pull up a menu and allocate points without interrupting co-op play. The menu is small enough to not obscure the screen, and your character automatically switches to AI to compensate for your diverted attention. The ability to heal and revive your teammates through collecting revival tokens—eliminating the need to find annoying S.H.I.E.L.D access points—is another new feature that keeps the pace high.
As far as character customization, the entire system has been refined, eradicating accessories and costumes. All characters now have powers and seven passive abilities. Each hero can upgrade their powers with three levels of intensity. Some of these passive abilities are only able to unlock when aligned with the pro or anti-registration factions, which is yet another incentive to consider your allegiance carefully. Boosts have also been introduced, with over 150-200 unique pickups found in the game. Benefits of boosts apply to all members in your super team and grant varying powers such as increased defense to a stronger attack power.
After our short hands-on session, it became apparent that MUA2 is taking itself a bit more seriously that its predecessor. One area Vicarious Visions evidenced this is with the costumes. While still maintaining the integrity of the original designs, the team worked hard to make the characters more believable—opting for the texture to resemble leather instead of spandex. Their push for a bit more of a grounded tale feels appropriate because of the seriousness of the Civil War plight. Superheroes drawing lines that can’t be uncrossed isn’t a small matter.
In our playtime we also had a chance to gander at a large list of revealed characters. A good number of the characters have been reveled thus far…but we still have to bite our tongues for a handful of exciting ones. Spider-Man, Iron Man, Hulk, Invisible Woman, Thing, Daredevil, Storm, Iron Fist, Venom, Wolverine, Captain America, Human Torch, Mr. Fantastic, Thor, Luke Cage, Songbird, Deadpool and Green Goblin have all been brought to light as playable characters. This time around we get to reveal two additional characters, Jean Grey and Gambit. And then there is Juggernaut, who will also be included as a GameStop pre-order exclusive.
Want even more information details about Marvel: Ultimate Alliance 2? We recently asked game director Dan Tanguay about everything from character selection to environmental destruction. Read on for the scoop.
Game Informer: You recently introduced The Juggernaut, Iron Fist and Songbird—all three new characters to the franchise. What unique abilities do they boast that makes them fit for a spot on the MUA roster? Can you talk specifics in terms of their fusion attacks?
Dan Tanguay: When we evaluate characters to add to the roster, there are many reasons why we choose one, including popularity, personality, and their role in the story. However, we really evaluate them to see what kind of new gameplay they will bring to the table as well.
Even though Songbird is relatively unknown outside of the comics, we felt she was a strong addition for this very reason. She uses sound and sonic constructs in her attacks; this gives her a lot of flexibility, making her ideal for fusion. With Storm, for example, she hits dozens of enemies by splitting Storm’s lightning strike using a diamond-shaped construct. Her other fusions are equally as impressive.
Iron Fist also has a great deal of flexibility because of his qi (chi). He’s a great hand-to-hand fighter with strong melee fusions, such as a high-speed dash with Luke Cage that obliterates any enemy in its path. He’s also a strong support character. For example, he’s one of the few characters on the roster that can heal his teammates.
As for the Juggernaut, his fusions involve earthquakes and other mighty attacks. Moreover, his powers reinforce that feeling of being unstoppable, so he can plow through nearly anything, causing more damage in straight lines than radial patterns.
GI: How comprehensively will the story tie into the Marvel Civil War event?
Tanguay: Marvel: Ultimate Alliance 2 is inspired by the Civil War event. As we worked with Marvel on the story, we realized that a "what if" approach would give us the flexibility to make a stronger interactive story. Still, our story has ties to the comic. For example, we feature numerous set pieces inspired by Secret War and Civil War. These include the assault on Castle Doom, the attack in D.C., the ambush at Geffen-Meyer, and more. However, at a certain point in the story, we make a break from the comic and head into uncharted waters. You’ll know it when you see it.
There are several key reasons to replay the game. The most obvious is the one you point out: you can choose to fight alongside Captain America to repeal registration or alongside Iron Man to enforce it. Choosing either Pro-Registration or Anti-Registration offer different missions, different perspectives on the overall story and unique gameplay rewards. Playing through the story with different characters can also change the experience since non-playable characters will react differently to you based on the characters in your team. Beating the game once will also unlock an additional difficulty mode with new rewards, giving you extra incentive to play through that second or third time. We really wanted to make sure there were tons of details and rewards to discover.
GI: Why was the decision made to allow switching characters out on the fly as opposed to only at S.H.I.E.L.D access points? Not that we’re complaining…
Tanguay: The decision evolved from several other features. In order to push the intensity of cooperative play, we had already added several “on-the-fly” features, including character upgrading and revival. These both tested very well. After several more months, we realized that we should evaluate all access point features to see if they should have an on-the-fly equivalent. We decided that making character switching on-the-fly could encourage you to change heroes more often and experiment with fusions. This is really important to us given how vital heroes and collaborative team fusions are to the game.
GI: What prompted the removal of gear and equipment?
Tanguay: In our experience, gear/equipment has always taken a back seat to other upgrades in this franchise. With a few exceptions, powers and abilities are generally more powerful and compelling than belts or gauntlets. So we re-imagined gear as boosts so that we could make them more powerful and flexible upgrades. Boosts will not be locked to a specific team, so you can create your dream team and customize them with the various team boosts you have in your arsenal in order to create exactly the team you want to play with. Doing this has also allowed us to make them more meaningful to cooperative play in the true spirit of team collaboration.
GI: Can you speak more about the Boosts?
Tanguay: Boosts will apply a bonus to the entire team. Up to three boosts can be equipped at once, and there are some great combinations to discover. There will be hundreds of boosts in the game, and you won’t be able to earn them all in one play-through either. You can earn them from defeating bosses, choosing responses in conversations, earning heroic deeds, winning simulator missions, and finding secrets. You can equip them on-the-fly through our in game upgrade system, and for an even deeper customization experience, you can go through the upgrade interface to optimize and discover the best combinations.
GI: How does character progression work in Marvel: Ultimate Alliance 2? Through pickups, point allocation and costume selection?
Tanguay: Character progression is similar to the first Ultimate Alliance in several ways. You can still level up characters to earn points to allocate to active powers. You can also increase stats by finding secret pick-ups. And choosing a certain team—such as the Fantastic Four—will still unlock an additional roster bonus as well.
There are a few differences, though. Defeating enemies or causing destruction earns ability orbs, which you can apply to passive powers (aka abilities). Heroic deeds unlock alternate costumes, though those don’t behave as upgrades this time around. We wanted players to be able to customize their look independently of their stats and not be stuck to a certain costume because of particular stats that have been assigned to those costumes. We really wanted to give players a lot of freedom in this game to create their own dream team of super heroes.
GI: How integral are Fusions as a gameplay mechanic?
Tanguay: Fusions are vital. As the game becomes more difficult, you often will need to work with your team and utilize fusions to survive. At first glance, fusions are your “super” moves. But it’s not just useful for defeating massive amounts of enemies. They have other rewards too. For example, earning a fusion high score by performing the move correctly will reward you with a revival token. In single player, you can initiate fusion by pulling the left trigger and selecting the face button that represents your teammate. Control-wise, it’s virtually the same as using a power (right trigger). In multi-player, both players need to pull their left triggers. Once you trigger a fusion, you can use A for secondary effects, including increasing its radius or speeding it up. There are also a wide variety of fusion moves, each useful for a different tactical situation:
Clearing: These act as a smart bomb, clearing dozens of enemies at once. This is great for massive encounters or when you’ve been ambushed. Daredevil and Deadpool share such a fusion. Daredevil whips a room full of enemies in the air while Deadpool guns each of them down.
Guided: You can steer these to hit any target you choose. These are very flexible, making it great for trickles of enemies. The first fusion we ever envisioned when we came up with the concept was the fiery tornado. The Human Torch shoots a stream of fire into a tornado that Storm creates. You can steer this tornado around leaving a fiery path of destruction.
Targeted: You can aim these at any single target, inflicting massive damage. These are great for taking down leaders or mini-bosses quickly. The most well known of these is of course the Fastball Special. In our version, Hulk picks up Wolverine slings him around and releases him to skewer the target of your choosing.
GI: How has the environment changed in terms of interactivity?
Tanguay: We have pushed environmental interactivity in new directions. Destruction has been a big focus for this game, since that goes hand in hand with making characters feel powerful. We’ve integrated Havoc physics into our engine, and we have a team focused solely on making “stuff blow up real good.” Because of this, destruction feels more believable, and there a ton of neat toys you can play with. For example, if you smash a pile of rockets, they roll to the ground. If you smash it again, you can set off the rockets and creating dozes of explosions. Or you can pick up a rocket and launch it at a specific target, such as a helicopter. And that’s just in the first mission…
GI: What type of content have you designed specifically with big-time Marvel buffs in mind?
Tanguay: There will be a wide assortment of Marvel content to discover, including a large array of special conversations that can occur depending on the heroes you play as, audio diaries, dossiers and hidden rooms. To say any more would ruin the surprise.
Before we got our hands on the controller, we spent a decent amount of time chatting about how aligning with the pro or anti-registration factions will affect gameplay. First, we confirmed the obvious; depending on your alliance, some characters will be rendered unplayable. But don’t fret. The first third of the game unfolds via the Secret War storyline—meaning you’ll have some quality time with the full superhero roster before being forced to make the big decision. Vicarious Visions wasn’t explicit about how many characters will be off limits once you take a stand, but it’s pretty obvious that you’re not going to be playing as Iron Man if you align with the anti-registration faction. And vice versa with Captain America. Reed Richards, aka Mister Fantastic, is confirmed as exclusive to the pro-registration side. On the anti-registration side of the spectrum, Iron Fist and Luke Cage are locked in with Captain America.

These affiliation-exclusive characters will act as your ally or enemy depending on the course you choose, meaning in one scenario they will fight alongside you and in another stand in your way. These key characters will be aided by political fodder aimed to up the action. On the anti-registration side you will be primarily taking on nameless S.H.I.E.L.D operatives. If you choose the pro-registration path you will be pitted against the White Stars, a garden-variety guerilla group that has sided with Captain America.
We also learned that the narrative won’t follow perfectly the story laid out by Mark Millar. Some plot points have been fudged a bit for the sake of good gameplay, such as one massive green behemoth not being an inhabitant of outer space.
As with the first game, NPC interaction plays out differently depending on their relationship with your lead character. While dialogue continues to function as a vehicle to forward the game, it also is a bonus for players who know the Marvel universe like the back of their hand. If you talk to Iron Fist as Thor they won’t have much to say to each other. But if you approach Iron Fist as Luke Cage, the situation changes. Potential character interactions are indicated by an exclamation mark over their head. If two characters have a special bond or history together, the exclamation mark is garnished with a pair of wings and a star. For Iron Fist and Luke Cage, their conversation naturally digressed to Heroes for Hire.
Vicarious Visions added yet another layer of complexity to the art of conversation. Speaking to NPCs will prompt you with one of three response styles—aggressive, diplomatic or defensive. Your conversation style will affect the attributes of your lead character at that particular point in time. Aggressive answers augment strength, diplomatic responses fortify teamwork and defensive rebuttals will amp up your body.
But enough about talking. MUA2 is all about action right? We got to test our chops in a familiar looking level—the DC map that pits the player against hostile soldiers with rocket launchers. And Deadpool. Gameplay felt familiar enough, balancing heavy and light attacks with grapple moves and the more advanced powers. One big difference was the ability to run down the street and toss benches, cars and large flowerpots at baddies. The level of destruction was much more satisfying than simply destroying the façade of a building for no apparent reason, as found in the first title.
We jumped immediately into co-op play, with three members of the GI crew joining the fight. You are still able to swap between characters as you desire, excluding characters manned by your co-op buddies. If you die, you are automatically put in control of a remaining unmanned character, which can throw you off if you aren’t expecting it
As far as variety within missions, the majority of them will look and play quite similar despite differing affiliations. The second part of our playtime unfolded with us as members of the anti-registration camp. Our mission was to navigate the rooftops and take out S.A.M. hubs keeping aerial reinforcements at bay. In the opposite scenario—if we were instead on the pro-registration side—the level would play much the same, with us defending the rooftops instead of infiltrating them. Even though the differences are small, the variation in mission structure helps to make a second playthrough sound more appealing.
Playing co-op also introduced us to a handy new feature—the quick upgrade menu. The quick upgrade menu allows you to pull up a menu and allocate points without interrupting co-op play. The menu is small enough to not obscure the screen, and your character automatically switches to AI to compensate for your diverted attention. The ability to heal and revive your teammates through collecting revival tokens—eliminating the need to find annoying S.H.I.E.L.D access points—is another new feature that keeps the pace high.
As far as character customization, the entire system has been refined, eradicating accessories and costumes. All characters now have powers and seven passive abilities. Each hero can upgrade their powers with three levels of intensity. Some of these passive abilities are only able to unlock when aligned with the pro or anti-registration factions, which is yet another incentive to consider your allegiance carefully. Boosts have also been introduced, with over 150-200 unique pickups found in the game. Benefits of boosts apply to all members in your super team and grant varying powers such as increased defense to a stronger attack power.
After our short hands-on session, it became apparent that MUA2 is taking itself a bit more seriously that its predecessor. One area Vicarious Visions evidenced this is with the costumes. While still maintaining the integrity of the original designs, the team worked hard to make the characters more believable—opting for the texture to resemble leather instead of spandex. Their push for a bit more of a grounded tale feels appropriate because of the seriousness of the Civil War plight. Superheroes drawing lines that can’t be uncrossed isn’t a small matter.
In our playtime we also had a chance to gander at a large list of revealed characters. A good number of the characters have been reveled thus far…but we still have to bite our tongues for a handful of exciting ones. Spider-Man, Iron Man, Hulk, Invisible Woman, Thing, Daredevil, Storm, Iron Fist, Venom, Wolverine, Captain America, Human Torch, Mr. Fantastic, Thor, Luke Cage, Songbird, Deadpool and Green Goblin have all been brought to light as playable characters. This time around we get to reveal two additional characters, Jean Grey and Gambit. And then there is Juggernaut, who will also be included as a GameStop pre-order exclusive.
Want even more information details about Marvel: Ultimate Alliance 2? We recently asked game director Dan Tanguay about everything from character selection to environmental destruction. Read on for the scoop.
Game Informer: You recently introduced The Juggernaut, Iron Fist and Songbird—all three new characters to the franchise. What unique abilities do they boast that makes them fit for a spot on the MUA roster? Can you talk specifics in terms of their fusion attacks?
Dan Tanguay: When we evaluate characters to add to the roster, there are many reasons why we choose one, including popularity, personality, and their role in the story. However, we really evaluate them to see what kind of new gameplay they will bring to the table as well.
Even though Songbird is relatively unknown outside of the comics, we felt she was a strong addition for this very reason. She uses sound and sonic constructs in her attacks; this gives her a lot of flexibility, making her ideal for fusion. With Storm, for example, she hits dozens of enemies by splitting Storm’s lightning strike using a diamond-shaped construct. Her other fusions are equally as impressive.
Iron Fist also has a great deal of flexibility because of his qi (chi). He’s a great hand-to-hand fighter with strong melee fusions, such as a high-speed dash with Luke Cage that obliterates any enemy in its path. He’s also a strong support character. For example, he’s one of the few characters on the roster that can heal his teammates.
As for the Juggernaut, his fusions involve earthquakes and other mighty attacks. Moreover, his powers reinforce that feeling of being unstoppable, so he can plow through nearly anything, causing more damage in straight lines than radial patterns.
GI: How comprehensively will the story tie into the Marvel Civil War event?
Tanguay: Marvel: Ultimate Alliance 2 is inspired by the Civil War event. As we worked with Marvel on the story, we realized that a "what if" approach would give us the flexibility to make a stronger interactive story. Still, our story has ties to the comic. For example, we feature numerous set pieces inspired by Secret War and Civil War. These include the assault on Castle Doom, the attack in D.C., the ambush at Geffen-Meyer, and more. However, at a certain point in the story, we make a break from the comic and head into uncharted waters. You’ll know it when you see it.
There are several key reasons to replay the game. The most obvious is the one you point out: you can choose to fight alongside Captain America to repeal registration or alongside Iron Man to enforce it. Choosing either Pro-Registration or Anti-Registration offer different missions, different perspectives on the overall story and unique gameplay rewards. Playing through the story with different characters can also change the experience since non-playable characters will react differently to you based on the characters in your team. Beating the game once will also unlock an additional difficulty mode with new rewards, giving you extra incentive to play through that second or third time. We really wanted to make sure there were tons of details and rewards to discover.
GI: Why was the decision made to allow switching characters out on the fly as opposed to only at S.H.I.E.L.D access points? Not that we’re complaining…
Tanguay: The decision evolved from several other features. In order to push the intensity of cooperative play, we had already added several “on-the-fly” features, including character upgrading and revival. These both tested very well. After several more months, we realized that we should evaluate all access point features to see if they should have an on-the-fly equivalent. We decided that making character switching on-the-fly could encourage you to change heroes more often and experiment with fusions. This is really important to us given how vital heroes and collaborative team fusions are to the game.
GI: What prompted the removal of gear and equipment?
Tanguay: In our experience, gear/equipment has always taken a back seat to other upgrades in this franchise. With a few exceptions, powers and abilities are generally more powerful and compelling than belts or gauntlets. So we re-imagined gear as boosts so that we could make them more powerful and flexible upgrades. Boosts will not be locked to a specific team, so you can create your dream team and customize them with the various team boosts you have in your arsenal in order to create exactly the team you want to play with. Doing this has also allowed us to make them more meaningful to cooperative play in the true spirit of team collaboration.
GI: Can you speak more about the Boosts?
Tanguay: Boosts will apply a bonus to the entire team. Up to three boosts can be equipped at once, and there are some great combinations to discover. There will be hundreds of boosts in the game, and you won’t be able to earn them all in one play-through either. You can earn them from defeating bosses, choosing responses in conversations, earning heroic deeds, winning simulator missions, and finding secrets. You can equip them on-the-fly through our in game upgrade system, and for an even deeper customization experience, you can go through the upgrade interface to optimize and discover the best combinations.
GI: How does character progression work in Marvel: Ultimate Alliance 2? Through pickups, point allocation and costume selection?
Tanguay: Character progression is similar to the first Ultimate Alliance in several ways. You can still level up characters to earn points to allocate to active powers. You can also increase stats by finding secret pick-ups. And choosing a certain team—such as the Fantastic Four—will still unlock an additional roster bonus as well.
There are a few differences, though. Defeating enemies or causing destruction earns ability orbs, which you can apply to passive powers (aka abilities). Heroic deeds unlock alternate costumes, though those don’t behave as upgrades this time around. We wanted players to be able to customize their look independently of their stats and not be stuck to a certain costume because of particular stats that have been assigned to those costumes. We really wanted to give players a lot of freedom in this game to create their own dream team of super heroes.
GI: How integral are Fusions as a gameplay mechanic?
Tanguay: Fusions are vital. As the game becomes more difficult, you often will need to work with your team and utilize fusions to survive. At first glance, fusions are your “super” moves. But it’s not just useful for defeating massive amounts of enemies. They have other rewards too. For example, earning a fusion high score by performing the move correctly will reward you with a revival token. In single player, you can initiate fusion by pulling the left trigger and selecting the face button that represents your teammate. Control-wise, it’s virtually the same as using a power (right trigger). In multi-player, both players need to pull their left triggers. Once you trigger a fusion, you can use A for secondary effects, including increasing its radius or speeding it up. There are also a wide variety of fusion moves, each useful for a different tactical situation:
Clearing: These act as a smart bomb, clearing dozens of enemies at once. This is great for massive encounters or when you’ve been ambushed. Daredevil and Deadpool share such a fusion. Daredevil whips a room full of enemies in the air while Deadpool guns each of them down.
Guided: You can steer these to hit any target you choose. These are very flexible, making it great for trickles of enemies. The first fusion we ever envisioned when we came up with the concept was the fiery tornado. The Human Torch shoots a stream of fire into a tornado that Storm creates. You can steer this tornado around leaving a fiery path of destruction.
Targeted: You can aim these at any single target, inflicting massive damage. These are great for taking down leaders or mini-bosses quickly. The most well known of these is of course the Fastball Special. In our version, Hulk picks up Wolverine slings him around and releases him to skewer the target of your choosing.
GI: How has the environment changed in terms of interactivity?
Tanguay: We have pushed environmental interactivity in new directions. Destruction has been a big focus for this game, since that goes hand in hand with making characters feel powerful. We’ve integrated Havoc physics into our engine, and we have a team focused solely on making “stuff blow up real good.” Because of this, destruction feels more believable, and there a ton of neat toys you can play with. For example, if you smash a pile of rockets, they roll to the ground. If you smash it again, you can set off the rockets and creating dozes of explosions. Or you can pick up a rocket and launch it at a specific target, such as a helicopter. And that’s just in the first mission…
GI: What type of content have you designed specifically with big-time Marvel buffs in mind?
Tanguay: There will be a wide assortment of Marvel content to discover, including a large array of special conversations that can occur depending on the heroes you play as, audio diaries, dossiers and hidden rooms. To say any more would ruin the surprise.
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