With a popular IP like Wolverine I expect it to be appealing to the broadest player base which leads to lazy game design. Ultimately I think it’s a game that would rather be a movie.
Comment on DSP clears Wolverine's motorcycle section without player input
Xerxos@lemmy.ml 3 weeks ago
There could be a couple of reasons why this is the way it is:
- Lazy game design. Failure states have to be written, balancing has to be tested, if you did this right.
- Appealing to the broadest player base. If anyone can win, no one is excluded by skill issues (like game journalists who aren’t skilled)
- Crunch. Balancing and failure were supposed to be included but were cut due to releasing too easily.
zaphod@sopuli.xyz 3 weeks ago
Eyck_of_denesle@lemmy.zip 2 weeks ago
- Failure states are written for this mission. You can die if you hit an incoming car in all difficulties I think but the issue is if the uaet never touches the input wolverine is just pushed to the bartier and goes on.
- Probably
- This is a very short length game for a big studio with a massive budget. I doubt it’s crunch or it released too early.
Katana314@lemmy.world 3 weeks ago
Something I realized pertains to the first car crash.
It’s likely a LOT easier to animate if the devs don’t need to account for exactly how fast the player is slashing up tires. Plus, they don’t need magic tricks to account for a 1…N long stretch of road that accounts for however long the player needs to chase them down (eg, Uncharted 2’s fantastic train level)
So you can definitely see that laziness and a rushed development timeline would just shove out something that looks okay but has no actual gameplay because it’s a cinematic moment playing itself.