Image 1 — Daredevil: The Grounded, street hero Immersive Insomniac Game Fans Deserve
Image 2 — Daredevil: The Grounded, street hero Immersive Insomniac Game Fans Deserve
Image 3 — Daredevil: The Grounded, street hero Immersive Insomniac Game Fans Deserve

Daredevil: The Grounded, street hero Immersive Insomniac Game Fans Deserve

A peak Insomniac Daredevil game has so much potential, but only if Insomniac is willing to get creative and really hone in on making the Daredevil experience as immersive as possible. Anything less could end up feeling like a lackluster Spider-Man game with Daredevil slapped on top.

To make the campaign and side content feel unique unlike any other super hero game out there in the market , I’d want a main campaign and side quests built around a varient nemisis System ( for legal reasons because it’s pattened till 2036) and a choice based system . The nemesis system structure for the different henchmen you encounter. They could have different ranks, with each group having its own crime lord and hierarchy using daredevil existing rogue gallery very similar crime lord set up like season 1 and season2 of the Netflix series. The game’s crime lord bosses could be the Triads, the Irish Mob, Fisk, the Yakuza, and the Hand, with each one having their own organization, hierarchy, territories, and different types of enemies you’ll encounter throughout the game. Even though Tombstone is more of a Spider Man villain, he could still work really well as another crime lord boss, especially since he fits into the grounded criminal underworld. And lastly, you could have The Hood as another crime lord boss who brings a more supernatural side to the criminal underworld like the hand . The more you interact with these criminals, the more they could react to your actions, making the criminal underworld feel like a living system instead of random enemies scattered around the map.

Another major way to set Daredevil apart would be making him actually solve cases. I want him doing detective work similar to Batman in the Arkham games, which I loved but through Daredevil’s own abilities. You could investigate crime scenes, collect evidence, question people , and build cases as Matt Murdock and daredevil knowing which situations calls for using brute force or approach it a different way in court . If you take on a side event case Some of these investigations could eventually lead into courtroom sequences . This is where Insomniac could really double down on Daredevils lawyer identity and separate him from Batman and Spider Man. I’d want a choice based system like the Batman telltale and walking dead telltale games for the main story and side quests where the cases Matt takes and the decisions he makes actually affect the world around him. Your choices could change relationships, side missions, criminal activity, and even how certain parts of insomniac New York develop over time. That would make your decisions feel like they actually matter while also making Insomniacs New York feel more alive. Also, the Nemesis System and choice based system would overlap and complement one another, creating a unique experience. As I described, Daredevil does detective work, investigates crime scenes, beats up criminals as a vigilante, and gathers evidence. Matt gets new leads and eventually takes the case to court, where your choices and the evidence you have determine the outcome.Basically Criminals could remember your actions as both Daredevil and Matt Murdock/ foggy , developing grudges against you or changing their behavior.

Winning a case could potentially put a criminal away, weaken their organization, and create power vacuums in the streets where new criminals rise to power. Losing a case, or maybe taking a case to court prematurely without enough evidence, could allow criminals to gain more influence, harm witnesses, and, in terms of combat, make them way more formidable. They could also go crazy with Marvel cameos and connections aswell . You could have She-Hulk collaborate with Matt on a case, for example. They could introduce a random or iconic mutant being discriminated against after being falsely accused of a crime, with Matt and foggy taking the case and defending them. That could naturally tie into the X-Men saga Insomniac seems to be building towards . In terms of combat, I’ll say this as a disclaimer I loved Arkham’s combat for what it was at the time and how incredible it felt. But just because it was great doesn’t mean every game should lose its identity and become an Arkham copycat instead of finding ways to push combat systems forward. For me tradtional combo string combat is more enjoyable than Arkham’s freeflow combat system because it just allows player expression the other one dosent . And I say that as someone who loves Arkham and has played every game.

If possible, having two options would be ideal. For people who want a more casual experience, give them an optional freeflow-style combat system inspired by Arkham, making offense and defense easier to pick up. The other option is what I would personally want something much deeper, with a Sifu inspired defensive system where you have to dodge in certain directions and time your parries more strictly. That alone would make the game way more challenging and enjoyable, especially when combined with simple traditional early 2000s action game combo strings like X-Men Origins Wolverine, Spider Man Web of Shadows, and Hulk Ultimate Destruction. That kind of combat system alone would peak my interest because it would make the boss runs way more memorable. The reason so many people love Souls and Soulslike games. As frustrating as a boss can be, once you learn their attack patterns and finally beat them, it feels rewarding. It just makes the whole experience more enjoyable and makes you feel like you’re really getting your money’s worth espically for singular player game with no replayabilty post campaign . Games like Black Myth Wukong and the upcoming Phantom Blade Zero have shown that you can have those Soulslike style boss fights and difficult combat while still keeping everything extremely cinematic which I prefer over traditional soul game . That’s honestly what I wanted from Insomniac’s Wolverine and even the Batman Arkham games. Especially Batman Arkham I would buy those games all over again if they were ever remade with everything intact except for the combat system being redesigned like this.

It would open the door to so many more interesting boss encounters. Imagine a Deathstroke fight where you actually have to learn his attack patterns, properly time your parries, dodge specific attacks in different directions, and use your combo strings instead of relying entirely on Arkham’s freeflow system. Those are the kinds of boss fights I would genuinely look forward to. That combination would allow much more player expression.

The same philosophy applies to Daredevil. I’m not saying turn the game into something linear like Sifu. Keep the open world structure, movement, parkour, and overall presentation similar to insomniac Spider Man while borrowing elements of Sifu’s defensive combat mechanics and combining them with traditional combo strings. For traversal, I want Daredevil to look and feel extremely fluid, with the free flowing movement Insomniacs Spider Man games are known for, but toned down to fit Daredevil. His parkour should feel grounded while still being fast and responsive. He should be able to chain together wall runs, vaults, rolls, rooftop jumps, grappling movements, and swings from environmental objects without feeling like Spider Man .

Ultimatelty using this foundation to build systems around Matt Murdock, his heightened senses, his life as a lawyer, his investigative work, and his unique fighting and movement style. That’s what would make an Insomniac Daredevil game feel like its own thing rather than just another superhero open world game. And side missions or main story line missions you can play as foggy like I said earlier he takes on cases where it operates under a choices based court cinematic systems like Matt I feel like people wouldn’t complain because unlike the mj missions your buying the game knowing the lawyer choice based system is a big aspect to it . And in future spiderman game when you do come across thier law firm it just add more substance to city making feel more alive . In terms of the villains, it would depend on whether Insomniac plans to make Daredevil a multiple game series or a stand alone title. If this is intended to be a standalone game, I’d want Insomniac to use as much of Daredevil’s full rogue gallery as possible. If they’re planning a trilogy like with insomniac Spider Man , they could spread his villains across several games .

u/Large_Whereas_431 — 2 days ago

Daredevil: The Grounded, street hero Immersive Insomniac Game Fans Deserve

A peak Insomniac Daredevil game has so much potential, but only if Insomniac is willing to get creative and really hone in on making the Daredevil experience as immersive as possible. Anything less could end up feeling like a lackluster Spider-Man game with Daredevil slapped on top.

To make the campaign and side content feel unique unlike any other super hero game out there in the market , I’d want a main campaign and side quests built around a varient nemisis System ( for legal reasons because it’s pattened till 2036) and a choice based system . The nemesis system structure for the different henchmen you encounter. They could have different ranks, with each group having its own crime lord and hierarchy using daredevil existing rogue gallery very similar crime lord set up like season 1 and season2 of the Netflix series. The game’s crime lord bosses could be the Triads, the Irish Mob, Fisk, the Yakuza, and the Hand, with each one having their own organization, hierarchy, territories, and different types of enemies you’ll encounter throughout the game. Even though Tombstone is more of a Spider Man villain, he could still work really well as another crime lord boss, especially since he fits into the grounded criminal underworld. And lastly, you could have The Hood as another crime lord boss who brings a more supernatural side to the criminal underworld like the hand . The more you interact with these criminals, the more they could react to your actions, making the criminal underworld feel like a living system instead of random enemies scattered around the map.

Another major way to set Daredevil apart would be making him actually solve cases. I want him doing detective work similar to Batman in the Arkham games, which I loved but through Daredevil’s own abilities. You could investigate crime scenes, collect evidence, question people , and build cases as Matt Murdock and daredevil knowing which situations calls for using brute force or approach it a different way in court . If you take on a side event case Some of these investigations could eventually lead into courtroom sequences .

This is where Insomniac could really double down on Daredevils lawyer identity and separate him from Batman and Spider Man. I’d want a choice based system like the Batman telltale and walking dead telltale games for the main story and side quests where the cases Matt takes and the decisions he makes actually affect the world around him. Your choices could change relationships, side missions, criminal activity, and even how certain parts of insomniac New York develop over time. That would make your decisions feel like they actually matter while also making Insomniacs New York feel more alive. Also, the Nemesis System and choice based system would overlap and complement one another, creating a unique experience. As I described, Daredevil does detective work, investigates crime scenes, beats up criminals as a vigilante, and gathers evidence. Matt gets new leads and eventually takes the case to court, where your choices and the evidence you have determine the outcome.Basically Criminals could remember your actions as both Daredevil and Matt Murdock/ foggy , developing grudges against you or changing their behavior.

Winning a case could potentially put a criminal away, weaken their organization, and create power vacuums in the streets where new criminals rise to power. Losing a case, or maybe taking a case to court prematurely without enough evidence, could allow criminals to gain more influence, harm witnesses, and, in terms of combat, make them way more formidable.

They could also go crazy with Marvel cameos and connections aswell . You could have She-Hulk collaborate with Matt on a case, for example. They could introduce a random or iconic mutant being discriminated against after being falsely accused of a crime, with Matt and foggy taking the case and defending them. That could naturally tie into the X-Men saga Insomniac seems to be building towards . In terms of combat, I’ll say this as a disclaimer I loved Arkham’s combat for what it was at the time and how incredible it felt. But just because it was great doesn’t mean every game should lose its identity and become an Arkham copycat instead of finding ways to push combat systems forward. For me tradtional combo string combat is more enjoyable than Arkham’s freeflow combat system because it just allows player expression the other one dosent . And I say that as someone who loves Arkham and has played every game.

If possible, having two options would be ideal. For people who want a more casual experience, give them an optional freeflow-style combat system inspired by Arkham, making offense and defense easier to pick up. The other option is what I would personally want something much deeper, with a Sifu inspired defensive system where you have to dodge in certain directions and time your parries more strictly. That alone would make the game way more challenging and enjoyable, especially when combined with simple traditional early 2000s action game combo strings like X-Men Origins Wolverine, Spider Man Web of Shadows, and Hulk Ultimate Destruction. That kind of combat system alone would peak my interest because it would make the boss runs way more memorable.

The reason so many people love Souls and Soulslike games. As frustrating as a boss can be, once you learn their attack patterns and finally beat them, it feels rewarding. It just makes the whole experience more enjoyable and makes you feel like you’re really getting your money’s worth espically for singular player game with no replayabilty post campaign . Games like Black Myth Wukong and the upcoming Phantom Blade Zero have shown that you can have those Soulslike style boss fights and difficult combat while still keeping everything extremely cinematic which I prefer over traditional soul game . That’s honestly what I wanted from Insomniac’s Wolverine and even the Batman Arkham games. Especially Batman Arkham I would buy those games all over again if they were ever remade with everything intact except for the combat system being redesigned like this.

It would open the door to so many more interesting boss encounters. Imagine a Deathstroke fight where you actually have to learn his attack patterns, properly time your parries, dodge specific attacks in different directions, and use your combo strings instead of relying entirely on Arkham’s freeflow system. Those are the kinds of boss fights I would genuinely look forward to. That combination would allow much more player expression.

The same philosophy applies to Daredevil. I’m not saying turn the game into something linear like Sifu. Keep the open world structure, movement, parkour, and overall presentation similar to insomniac Spider Man while borrowing elements of Sifu’s defensive combat mechanics and combining them with traditional combo strings. For traversal, I want Daredevil to look and feel extremely fluid, with the free flowing movement Insomniacs Spider Man games are known for, but toned down to fit Daredevil. His parkour should feel grounded while still being fast and responsive. He should be able to chain together wall runs, vaults, rolls, rooftop jumps, grappling movements, and swings from environmental objects without feeling like Spider Man .

Ultimatelty using this foundation to build systems around Matt Murdock, his heightened senses, his life as a lawyer, his investigative work, and his unique fighting and movement style. That’s what would make an Insomniac Daredevil game feel like its own thing rather than just another superhero open-world game. And side missions or main story line missions you can play as foggy like I said earlier he takes on cases where it operates under a choices based court cinematic systems like Matt I feel like people wouldn’t complain because unlike the mj missions your buying the game knowing the lawyer choice based system is a big aspect to it . And in future spiderman game when you do come across thier law firm it just add more substance to city making feel more alive . In terms of the villains, it would depend on whether Insomniac plans to make Daredevil a multiple game series or a stand alone title. If this is intended to be a standalone game, I’d want Insomniac to use as much of Daredevil’s full rogue gallery as possible. If they’re planning a trilogy like with insomniac Spider Man , they could spread his villains across several games .

u/Large_Whereas_431 — 3 days ago

HULK: The Insomniac Trilogy Fans Deserve

Gameplay Vision for a Hulk Game

With Insomniac being the studio known for truly capturing the essence of heroes—bringing them to life with the Spider-Man series and soon with Wolverine—fans have been calling for a standalone Hulk game. As a Hulk fan myself—he’s literally my favorite comic book character—I’d be all for it. I’d want it to be gory and rated m for mature like Wolverine, without toning anything down, and to really capture the essence of Hulk—something many fans feel the MCU completely assassinated.

The blueprint for doing Hulk right would come from combining the best elements across different games. Hulk’s moveset, combos, supers, and ultimate from hulk ultimate destruction should be the foundation—they were perfect in terms of design and feel . The only changes I’d want are to exaggerate his abilities for larger AoE attacks ( supers / ult ), making them more cinematic and showcasing just how destructive Hulk can be. Also I would want the combat system to be combo strings like hulk ultimate destruction , x men orgins , spider man web of shadows way more player expression with that mechanic im not fond of the automated combos insomniac uses . For the hulks rage system I would want it to draw inspirations from Marvel’s Avengers, especially the self-healing aspect and can increase the meter through damage dealt, should also return.

The big issue with Marvel’s Avengers wasn’t the combat—if anything, the characters combat felt true to who they were and was the only saving grace it was everything else that fell flat like the movement. That’s where an Insomniac Hulk game should take heavy inspiration from Hulk: Ultimate Destruction and even making charged up leaps higher then that . Hulk’s leaping ability should be bigger than ever, with mid-air punches that give him a brief glide and tracking against flying enemies, just like Ultimate Destruction did. To take it even further, he should have the explosive jumping effect seen in LEGO Avengers, making every jump feel impactful and immersive.

Another must-have from Ultimate Destruction is wall-running instead of climbing—a feature missing in Marvel’s Avengers, LEGO Hulk, and the 2008 Incredible Hulk game. Hulk’s traversal in an Insomniac title should allow him to move as quickly and fluidly through the city as Spider-Man. On top of that, fun, arcade-style fan-service mechanics like tearing apart cars and buses to use as projectiles, shields, or gloves—or even surfing on vehicles into enemies just for the fun of it absolutely need to return. These over-the-top touches made Ultimate Destruction so memorable and fun. A cool feature to borrow from GTA would be a star-based system where the level of destruction you cause determines the response. For example, 1–2 stars could be regular police, gradually increasing in intensity. At 3-4 stars the miltary , 5-6 - stars S.H.I.E.L.D. agents would join the fight. And at 7 stars, major heroes like Thor, Iron Man, or even the X-Men could arrive alongside S.H.I.E.L.D., making survival—let alone victory—nearly impossible.

Destruction is another major pillar and would be the biggest challenge . Imagine Insomniac’s New York City, but every building is destroyable with modern technology. There are two major game titles when it comes to destruction : The Finals, which has technically superior, physics-driven server-side destruction, and Battlefield 6, which uses a more controlled, scripted system. The finals would be dream scenario but unrealistic to have that much attention to detail in that large of a map . So the next best thing would be Battlefield 6’s approach which in my opinion looks far more cinematic .

Anothing thing I woudnt want : traversal to trigger destruction. Running across walls, leaping between rooftops, or landing on buildings should leave them intact. Destruction should only occur when Hulk directly attacks a structure, smashes into it, or is thrown into it.

This is how fully pre-scripted destruction could look in Insomniac’s New York with Hulk—just look at a clip from Battlefield 4. Depending on the attack and damage dealt, structures could suffer either partial destruction or total collapse. Hulk: Ultimate Destruction already used a pre-scripted system, but it never looked as visually impressive as this 👇🏾

https://youtube.com/shorts/K6Kdw9NaUhY?si=X\_FpvAaP3bEXs36I

One huge improvement I’d want the over finals and Battlefield is for the debris to look more realistic and immersive. Even The Finals falls short in this area, likely because it’s a multiplayer game. But in a single-player experience, this level of detail would be far more achievable.

https://youtu.be/HzzppN9s86w?feature=shared

Story roadmap

If Hulk were to get a trilogy, it would make the most sense to start the first game with his origin story, followed by a time skip. This approach would cater both to casual players who only know Hulk from the MCU and to longtime fans who want a deeper, more faithful version of the character. The trilogy should be based on Planet Hulk and World War Hulk—what many fans consider “peak Hulk.”

Game 1 – Origin & BetrayalThe first fifth of the game should flesh out Bruce’s origin, making players sympathize with him while also showing just how dangerous and unpredictable Hulk is. After the origin section, a time skip would occur think gta 5 campaign like with Micheal and Trevor where it’s enough of information dump to know the lore then speed it up to later events cover other struggles and adversities Hulk has faced. The story would end with the betrayal that sends Hulk into space, closing on a cliffhanger.

Game 2 – Planet HulkThe second game would adapt Planet Hulk, showing Hulk rise as a gladiator, galvanize a team, and eventually seek revenge after the explosion. It should also end on a cliffhanger to set up the finale. The only drawback is that going from a fully destructible modern city in the first game—which is more visually pleasing for traversal and chaos—to an alien planet could feel like a downgrade for some players. Because of that, Planet Hulk might work better as a large DLC expansion to the first game or as a shorter standalone entry, similar to Miles Morales.

Game 3 – World War HulkThe final game would cover World War Hulk, giving players everything the first game had and more. Hulk would return to Earth, wage war on its heroes, and the story would close with a major plot twist and the climactic Hulk vs. Sentry fight, delivering true closure to the arc.If done right—and with the same gory, mature tone as Wolverine—this trilogy would give fans the definitive Hulk experience they’ve been asking for. The first and third games could easily be Game of the Year contenders.

Another strength of this trilogy is Hulk’s canon reputation: he’s fought nearly every hero and villain at some point, meaning there’s no shortage of exciting boss matchups that would generate massive hype. On top of that, fans would feel like they’re getting their money’s worth instead of being skimped . Insomniac’s universe isn’t tied to the MCU, giving them complete creative freedom to build a faithful, standalone Hulk saga from the ground up.

Costumes -

This is something I know Insomniac would excel at, but taking it a step further, I’d love to see different Hulk character models and art styles reflecting the various comic issues. Each version could pay homage to the many ways Hulk has been depicted—whether it’s the 2008 Incredible Hulk look, the 2003 live-action version, or other iconic comic interpretations—so every fan can see their favorite Hulk represented

u/Large_Whereas_431 — 10 days ago

Thoughts on the New Wolverine Gameplay? Mostly Loved It, But a Few Things Missed for me .

The new Wolverine gameplay is pretty much everything I wanted it to be. The graphics look great, on par with Insomniac’s Spider-Man, maybe even a little better in some areas. The gore and costumes is everything I wanted and more, and I really like the small fan-service details, like the healing factor. It feels like they actually paid attention to a lot of what fans loved about X-Men Origins: Wolverine back in the day.

I also like the lunge being back as a mechanic. I’m curious to see how far he can actually leap in terms of distance and height, especially in the final version. Even though the game is more linear compared to Insomniac’s Spider-Man, I know there’s still going to be some level of free roam based on what’s been shown in the trailer on a way smaller scale . So I’m interested in how the final polished version handles traversal overall—how parkour feels, how the lunge interacts with the environment, and how fluid movement around the world ends up being in general.

The only thing I didn’t really like was Sabretooth’s design. It just didn’t do it for me. For people saying it’s because of the hyper-realistic art style instead of something more stylized like Marvel Tokon or Marvel Rivals, I don’t think that’s the issue. Mystique, Wolverine, and Omega Red all looked great. I think it’s just Sabretooth’s design specifically that missed the mark for me. Like images in the post comparing marvel rivals and marvel avengers two diffrent approaches in artstyle . The black panther and Thor show how much better those artstyle made those skins look as oppose to marvel avengers . On the otherhand , in my opinion iron man and Captain America look better in the hyper realism for those specific skins in that comparsion . For me the main thing with Captain America that dosent look good in the rivals is the body proportion not the artstyle itself . So what I’m getting at for sabertooth it isn’t the hyper realism it the design itself I don’t like .

Another thing I found a little underwhelming was the super moves. You get to see two of them during the section where Wolverine fights alongside Jean, and I wish they had exaggerated the effects more. The super moves in X-Men Origins: Wolverine felt way more cinematic and impactful. Since Wolverine already spends most of the game using his claws for basic hack-and-slash combat, I was hoping the super moves would stand out more.

One thing I couldn’t really tell from the gameplay is what direction they’re taking with the combat system. I honestly hope they go down the combo-string route. The combat they’ve shown looks dope , but I think combo strings need to make a comeback in gaming. They added a bit of a learning curve because you actually had to remember inputs to pull off certain moves. Nowadays, especially in single-player games where you’re spending $70–80, there isn’t always much replayability after the campaign. It feels like everybody uses the Batman Arkham blueprint for combat: spam attack button , counter, repeat which is very casual friendly but also gets old quick because there’s no skill expression you get with combo strings .

With combo strings, you still get those cinematic combos, but you’re the one choosing how to execute them. That’s part of what makes the newer God of War games so fun for me. It’s also one of the reasons I prefer Spider-Man: Web of Shadows’ combat over Insomniac’s Spider-Man combat. That being said, the game is still pretty much everything I wanted it to be and it’s definitely a day-one cop for me.

u/Large_Whereas_431 — 3 months ago

Thoughts on the New Wolverine Gameplay? Mostly Loved It, But a Few Things Missed for me .

The new Wolverine gameplay is pretty much everything I wanted it to be. The graphics look great, on par with Insomniac’s Spider-Man, maybe even a little better in some areas. The gore and costumes is everything I wanted and more, and I really like the small fan-service details, like the healing factor. It feels like they actually paid attention to a lot of what fans loved about X-Men Origins: Wolverine back in the day.

I also like the lunge being back as a mechanic. I’m curious to see how far he can actually leap in terms of distance and height, especially in the final version. Even though the game is more linear compared to Insomniac’s Spider-Man, I know there’s still going to be some level of free roam based on what’s been shown and what’s been leaked and I’m the trailer on a way smaller scale . So I’m interested in how the final polished version handles traversal overall—how parkour feels, how the lunge interacts with the environment, and how fluid movement around the world ends up being in general.

The only thing I didn’t really like was Sabretooth’s design. It just didn’t do it for me. For people saying it’s because of the hyper-realistic art style instead of something more stylized like Marvel Tokon or Marvel Rivals, I don’t think that’s the issue. Mystique, Wolverine, and Omega Red all looked great. I think it’s just Sabretooth’s design specifically that missed the mark for me. Like images in the post comparing marvel rivals and marvel avengers two diffrent approaches in artstyle . The black panther and Thor show how much better those artstyle made those skins look as oppose to marvel avengers . On the otherhand , in my opinion iron man and Captain America look better in the hyper realism for those specific skins in that comparsion . For me the main thing with Captain America that dosent look good in the rivals is the body proportion not the artstyle itself . So what I’m getting at for sabertooth it isn’t the hyper realism it the design itself I don’t like .

Another thing I found a little underwhelming was the super moves. You get to see two of them during the section where Wolverine fights alongside Jean, and I wish they had exaggerated the effects more. The super moves in X-Men Origins: Wolverine felt way more cinematic and impactful. Since Wolverine already spends most of the game using his claws for basic hack-and-slash combat, I was hoping the super moves would stand out more.

One thing I couldn’t really tell from the gameplay is what direction they’re taking with the combat system. I honestly hope they go down the combo-string route. The combat they’ve shown looks dope , but I think combo strings need to make a comeback in gaming. They added a bit of a learning curve because you actually had to remember inputs to pull off certain moves. Nowadays, especially in single-player games where you’re spending $70–80, there isn’t always much replayability after the campaign. It feels like everybody uses the Batman Arkham blueprint for combat: spam attack button , counter, repeat which is very casual friendly but also gets old quick because there’s no skill expression you get with combo strings .

With combo strings, you still get those cinematic combos, but you’re the one choosing how to execute them. That’s part of what makes the newer God of War games so fun for me. It’s also one of the reasons I prefer Spider-Man: Web of Shadows’ combat over Insomniac’s Spider-Man combat. That being said, the game is still pretty much everything I wanted it to be and it’s definitely a day-one cop for me.

u/Large_Whereas_431 — 3 months ago

Thoughts on the New Wolverine Gameplay? Mostly Loved It, But a Few Things Missed for me .

The new Wolverine gameplay is pretty much everything I wanted it to be. The graphics look great, on par with Insomniac’s Spider-Man, maybe even a little better in some areas. The gore and costumes is everything I wanted and more, and I really like the small fan-service details, like the healing factor. It feels like they actually paid attention to a lot of what fans loved about X-Men Origins: Wolverine back in the day.

I also like the lunge being back as a mechanic. I’m curious to see how far he can actually leap in terms of distance and height, especially in the final version. Even though the game is more linear compared to Insomniac’s Spider-Man, I know there’s still going to be some level of free roam based on what’s been shown and what’s been leaked and I’m the trailer on a way smaller scale . So I’m interested in how the final polished version handles traversal overall—how parkour feels, how the lunge interacts with the environment, and how fluid movement around the world ends up being in general.

The only thing I didn’t really like was Sabretooth’s design. It just didn’t do it for me. For people saying it’s because of the hyper-realistic art style instead of something more stylized like Marvel Tokon or Marvel Rivals, I don’t think that’s the issue. Mystique, Wolverine, and Omega Red all looked great. I think it’s just Sabretooth’s design specifically that missed the mark for me. Like images in the post comparing marvel rivals and marvel avengers two diffrent approaches in artstyle . The black panther and Thor show how much better those artstyle made those skins look as oppose to marvel avengers . On the otherhand , in my opinion iron man and Captain America look better in the hyper realism for those specific skins in that comparsion . For me the main thing with Captain America that dosent look good in the rivals is the body proportion not the artstyle itself . So what I’m getting at for sabertooth it isn’t the hyper realism it the design itself I don’t like .

Another thing I found a little underwhelming was the super moves. You get to see two of them during the section where Wolverine fights alongside Jean, and I wish they had exaggerated the effects more. The super moves in X-Men Origins: Wolverine felt way more cinematic and impactful. Since Wolverine already spends most of the game using his claws for basic hack-and-slash combat, I was hoping the super moves would stand out more.

One thing I couldn’t really tell from the gameplay is what direction they’re taking with the combat system. I honestly hope they go down the combo-string route. The combat they’ve shown looks dope , but I think combo strings need to make a comeback in gaming. They added a bit of a learning curve because you actually had to remember inputs to pull off certain moves. Nowadays, especially in single-player games where you’re spending $70–80, there isn’t always much replayability after the campaign. It feels like everybody uses the Batman Arkham blueprint for combat: spam attack button , counter, repeat which is very casual friendly but also gets old quick because there’s no skill expression you get with combo strings .

With combo strings, you still get those cinematic combos, but you’re the one choosing how to execute them. That’s part of what makes the newer God of War games so fun for me. It’s also one of the reasons I prefer Spider-Man: Web of Shadows’ combat over Insomniac’s Spider-Man combat. That being said, the game is still pretty much everything I wanted it to be and it’s definitely a day-one cop for me.

u/Large_Whereas_431 — 3 months ago