|Platform||XB1, PS4, 360, PS3, Wii U, Vita, PC, iOS|
While the original Disney Infinity revolved around figures that “came to life” onscreen, it still managed to distinguish itself from the similarly toy-centric Skylanders through distinct gameplay mechanics. And now the sequel looks like it will further distinguish itself by having a new set of characters that will not only appeal to an older audience, but will prompt some new gameplay mechanics as well. But don’t worry, all your old toys will still work, just in case you’ve always wanted to restage My Dinner with Andre with The Hulk and Mickey Mouse.
On the surface, Disney Infinity 2.0: Marvel Super Heroes is basically Disney Infinity with such Marvel Comics characters as Iron Man, Thor, and Black Widow (all three of which come with the game). They even got Brian Michael Bendis, who’s written such great Marvel comics as Ultimate Spider-Man and Daredevil, to pen this game’s story. But there’s actually more to it, and I’m not just saying that because they’ve already announced such non-Marvel characters as Brave’s Merida and Maleficent from, uh, Maleficent.
Given that superheroes are known for their amazing abilities, the Disney Infinity versions of Marvel’s icons will be able to traverse the game’s worlds in their own distinct styles. Since characters such as Iron Man and Thor can fly in the comics, they’ll be able to fly here as well, while Spider-Man and The Hulk can climb up walls. New vehicles will also come along for the ride, including, rather hilariously, Spider-Man’s dune buggy.
The Toy Box section will now feature specific minigames, such as a tower defense-style game where you’ll have to defend Asgard from the Frost Giant (the kicker being that you can use any Infinity character to do this, not just Asgard native Thor). The game also offers a much larger world—the Marvel version of Manhattan—which is four times larger than the biggest level in the first game.
Though Disney Infinity 2.0: Marvel Super Heroes has a lot going for it, when I played with Spider-Man for a bit, I found the controls to be a little lacking. Not only were they a bit stiff, but instead of having you use the X and square buttons on the Xbox and PlayStation respectfully, you use Y and triangle instead, which really threw me off. Sure, it’s nothing I can’t get used to, or they can’t fix, but it still undermined what was, I thought, shaping up to be a fun game.