I figured this would be notable enough to show here.

DSP showed that no player input is needed to complete Wolverine’s first motorcycle section. Considering he’s the sort of guy this level of difficulty is made for, even he’s baffled that he didn’t need to do anything to clear the section.

The people who say the game is far too easy may have a point.

  • Xerxos@lemmy.ml
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    19 hours 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
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      11 hours ago

      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.

    • Katana314@lemmy.world
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      19 hours 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.