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On-screen indicators guide you through most of them as you tap the A button to reach each successive platform. The platforming, on the other hand, is a bit lackluster. Cap usually has plenty of room to maneuver, and can even execute special attacks both as part of combos and by attacking from higher ground. Be aware that some objects are explosive and are best dealt with via shield at a distance these also make handy weapons if enemies are nearby.Īs I mentioned, the brawling parts of the game are actually quite fun, with different enemies requiring different tactics and mixed groups really forcing you to prioritize or else get pummeled.
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I was able to max out the upgrades during the course of play, although the last few came during the final stage so the pacing is right on the money - plus I was a little obsessive about smashing things, especially the speakers through which my enemies would often taunt me. There are about two dozen total upgrades separated into three branches of development: shield (in my opinion the most useful, especially once you can deflect energy blasts), combo, and focus (more lock-on targets, and later more health).
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Cap can also gain experience from beating enemies and smashing objects collect enough and you earn an upgrade of your choice. The action in CA:SS is mostly evenly divided between the brawling and platforming, with some light exploration elements if you want to find the fourteen hidden objects on each level (ten bombs, three prisoners, and one chest containing a Zemo family heirloom) tracking them all down does nothing but unlock concept art and gain Cap some experience, so it’s not really necessary to go out of your way. Despite the general lack of motion controls, this version of CA:SS still felt like it was actually made for the Wii instead of ported from the HD versions, which is a nice change of pace. The Z button can also grab stunned enemies to either toss them into their partners or turn their weapons against them! In a rare move for Wii ports, SEGA happily limited the waggle in CA:SS to a completely optional Nunchuk shake for shield tossing and the rare QTE against bosses. This results in some truly fun and spectacular brawls with Cap fending off enemies from all sides and really living up to his “super soldier” billing.
The Z button will be your best friend throughout the game, as in addition to bringing up the shield to block (and redirect) projectiles it also allows Cap to counter enemy attacks if you hit it in response to the on-screen prompts. The Remote’s pointer aims Cap’s shield, which can either be quick-tossed with the C button or locked on to multiple targets by holding down the C button (“focus mode”) and then moving he pointer locking on can be a bit erratic, however, I was unable to lock on to some targets that I could hit with a quick-toss without changing my location.
Using the Wii Remote and Nunchuk gives Cap all the skills he needs to proceed, with A and B handling his jumps and punches, respectively.
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The Baron is not pleased at the fact that HYDRA has taken over his family’s estate for their research purposes, but he’s not really in a position to do anything about it other than give Cap - normally his hated enemy - some pointers about its layout via radio.Īlong the way Cap will encounter other villains from his comic book past that weren’t necessary to the movie’s plot: Baron Wolfgang von Strucker, Madame Hydra, Iron Cross, and a (much) more aggressive version of Armin Zola will all have to be dealt with before Cap’s mission is complete movie big bad Red Skull makes some appearances late in the game but is never really a factor.
Taking place as a sort of side mission between the events depicted in the movie, CA:SS starts off with an introductory/tutorial level on the front-lines before proceeding to the main locale, Baron Zemo’s castle. The Wii version of SEGA’s Captain America: Super Soldier is a surprisingly solid action-platformer despite its movie tie-in roots.