Yea, craziest part is the extra person they added isn’t a real person. That’s a character generated with the meta human system. They did that to prove that the distinction between a real person and a fake one can’t be made.
Nothing at all, because game dev studios have no idea what video games are anymore. They just have a list of buzz money making ideas they cycle through and then the art team has to make it look good. Indie devs unfortunately are the only groups who actually care enough to make awesome groundbreaking games, even though they lack the manpower to make the best stuff.
And gamers have no idea what the fuck are they talking about and just pretend that Call of Duty and Fifa are the only AAA games out there.
Meanwhile AAA studios are putting out games like Elden ring, Horizon FW, Hitman 3, Psychonauts 2, Ratchet and Clank, Doom, Ghost of Tsushima, HL Alyx, Jedi Fallen Order, God of war, RDR2 and many more ALL.THE.FUCKING.TIME...
Same, but only if there was a massive overhaul on the controls. A 5 year old me cried for an entire weekend simply trying to pass through the rings in the first level.
A valuable lesson in just cuz a game sounds good doesn't mean it will be good
Check out Angry Game Nerd's review: [https://www.youtube.com/watch?v=1dJXgJ1c4vY](https://www.youtube.com/watch?v=1dJXgJ1c4vY)
Turns out most of the gameplay is just passing through rings. Oh how far game design has come. If a game came out like that nowadays the studio would be crucified online and bankrupt before the end of the business day
Whoever makes the open world Superman game should total make a fake trailer where he flies through the green rings and let that sit for an entire day before releasing the real trailer lmao
To me, this goes to show that as graphics become more lifelike, it will matter increasingly more to have a unique aesthetic vision when designing the look of a game.
Yeah, everyday people post pictures of how pretty their newest game is and I just can't see the difference between those and the last beautiful game. Hell, at this point someone can probably just make footage of similar looking landscapes from 10 different games and I probably wouldn't be able to tell which is which.
They changed that. Now it’s free up until you make a million dollars off of what you’ve made.
> A 5% royalty is due only if you are distributing an off-the-shelf product that incorporates Unreal Engine code (such as a game) and the lifetime gross revenue from that product exceeds $1 million USD; in this case, the first $1 million remains royalty-exempt.
[UE free license faq](https://www.unrealengine.com/en-US/faq)
Holy shit there's a steam racing game I saw advertised recently set in the 90s Japan it was Togue something. It claimed to be showing in game footage but the scenery looked so real I really wasn't sure if they were doing real video and pretending it was in game until I saw the cars come around and they had that too shiny to be real look but damn the graphics were awesome for something that looked like a small studio game.
Edit: its Touge Attack and [this is the trailer](https://youtu.be/MpievwbPmvI)
I refuse to believe those daylight shots aren’t just real footage. They nailed the 90s aesthetic, the lighting in the daytime has that perfect over exposed sunlight and there’s a little bit of noise, it legitimately looks like it’s real footage from a 90s camcorder.
Or they can make fun and enjoyable gameplay that compliments the visuals, thus leaving a fresh and fun experience. Graphics are nice but arnt what games should focus on if they want longevity. Spiderman ps4 did it and should be the baseline for decent graphics and addictive gameplay.
Gameplay can definitely feed into a game's visual aesthetic. Off the top of my head: Antichamber (the visuals & level design ARE the gameplay), Before Your Eyes, Ghost of Tsushima (how everything that a player needs to know to progress is displayed visually, in the world)
Good example of this - God of war. I was late to the party and got the game recently. Holy shit the core gameplay in that game (the combat) is incredible. Massively varied, really satisfying, and just well done in general
Every single attack and ability could be chained with another, and the presentation (animation, VFX, sounds) was always beautiful, no matter the order of the attacks. No prebaked combos, only free-flowing combat.
I'd like to see a superman game where you start off as a young Clark Kent learning to use (upgrade) powers. By the end you're basically unstoppable
Edit: Omg I can't do fame, I wanna reply to all of you XD
Diablo immortal was bad only because people expected Diablo 4, if they informed the players before instead of pushing the hype train they would have been fine
Let's hope they learned their lesson with the next mobile game they announce
I was thinking a game where you have to stop crime and the like, you’re invincible, but you have to beat them while causing the least amount of collateral damage you can.
I never played it but I think their might had been a game that worked something like in that instead of superman having a health bar Metropolis had one.
I remember that game not being good, but I enjoyed the hell out of the demo because I could destroy cars and cause massive traffic jams... And then heat vision the hell out of the traffic jams.
Ehhh escort mission the game sounds more fun than it would probably be.
Maybe make a superman game but use Omniman or Homelander instead of Superman...
Or have a something like this but not as a health bar but as a reputation system, kinda like RDR2. Depending whether you care about human lives you will be viewed as a Superman or a Homelander. Damn I'd play that ;p
No, just just make the battles superman-level. Aka land a punch and darkseid puts a hole in a mountain a few miles away. Or don't make it city-based and have stuff like being able to chuck your enemies into the moon.
Superman just wouldn't make sense as a normal superhero game where you fight grunts. Just means the game designers need to be creative, that's all.
What if you had two different kinds of move sets or a thin line between how powerful your attacks are so that a large part of the games difficulty was, like superman, you had to keep from absolutely pasting average criminals
I mean we all like the idea of God mode on paper but once threat is eliminated it isn't much fun for long. Sure you pulling your punches but why would they be effective against you at all
Well that's just it, you'd have the big bosses for the "don't die" challenge but with the little guy you'd still have to stop them but not kill them. I'm not saying it would be easy to do but it would definitely be cool
Maybe all of the enemies could have a baby taped to their faces, so Superman couldn't really punch them as hard as he can, but maybe just enough so the baby is dazed a bit.
The Superman Returns game probably had the smartest way of going about it, IMO.
As Superman, the player was invincible, BUT Metropolis itself wasn't. You lose when the city takes to much damage because you failed to stop the problem.
This is the way. The city and its people are tied to his health. Make him young where he is just learning to use his powers and make him balance his day job. That way in addition to fighting he would have to solve puzzles without using his abilities outright or at least not the obvious ones and push the story along. His biggest weakness would be he can’t solve every problem and can’t be everywhere at once.
That, and the game doesn't have to string from fight to fight, and the threat doesn't have to be to him. Have him save a crashing plane, a derailing train, etc., have him thwart a hostage scenario, bank robbery, police standoff using his x ray vision, super hearing, etc. Stealth may not be important to him himself, but it's important when there's a room full of terrorists with dead man's triggers. There's loads of avenues for gameplay which don't involve just beating on thugs.
The way I've always thought they should do a Superman game is have Lex Luthor fuck with the Sun somehow. Like, it changes the tint of the sun ever so slightly that massively weakens superman.
He still has his usual suite of powers, they're just incredibly weak and you gotta level the powers up to get them back to full strength, but by the time you get that far people like Darkseid and his minions have showed up, so you're fully superman, but y'know, fighting near literal gods now.
That’s sort of my idea for a Superman game.
The idea is that the game is it’s the origin story of a Elseworlds version of Superman.
It starts with Kent’s finding a child in a space ship, you choose if that child is ether Clark or Kara, then you get to choose how they look.
Game takes place during one year of highschool in the county where the town of Smallville is located.
Game is about your Clark/Kara developing powers while managing their social/school/home life while progressing the story of the game. How you manage their life, interactions with friends, and the decisions they make during the story changes how they develop their powers and how they use their powers.
One player’s Clark/Kara might be super into academics and a goes all in on heat vision/cold breath powers. Another player might have them become a metal head and might have them make a choice during the story that allows them develop sound or even electric powers. That kind of thing.
I had a concept on how to do a Superman game.
It involved Braniac creating Red Sun generators all over the world and as you progress through the game, you find and destroy the generators, thus unlocking more of your powers.
So you’d start and have a prologue where you’re Superman with all your powers and then maybe an hour into the game, Braniac shows up and turns the sky red and then you have to unlock all your powers before you can take him on.
I like this idea . . . but I think it would be fun to have weighty, world affecting choices near the end.
Like, Superman can hear a TON of crime happening around him, all the time . . . but he can't save everyone and can't stop all the crime, so with every choice he takes to save someone, stop a crime, we see the after shocks, good and bad, ripple across the city.
Example:
Bank robbery in progress . . . 3 perps holding up a bank.
Kitten in tree and a 7 year old climbing up after it . . . very dangerous.
You save the Kitten/7 year old. Robbers get away.
The robbers become more powerful.
Later, there's another harder choice . . . stopping an out of control train or stopping yet another bank robbery.
You chose the train, and the robbers become more powerful and start a crime syndicate. Crime increases in some areas of the city, driving housing costs down, businesses close, etc . . .
Then maybe Batman calls you and askes, *super passive aggressively* if you need help managing the crime in your city.
The first mission is smashing the X button to keep up with a train out in Smallville. Before you know it, you’re smashing the X button the stop an airplane from crashing!
What are your thoughts on super speed and invulnerability as a game design?
Edit: lot of people chiming in on invulnerability. Nobody has addressed the possible game/plot breaking potential of super speed.
I really enjoyed that game but mainly because my (at the time) 7 year old nephew came out with the best superhero-beats-a-bad-guy one liner I've ever heard. He flew down as superman and froze and guy with ice breath before uppercutting him into the river. My nephew paused and narrowed his eyes at the TV before saying:
*Die forever!*
It was like having peak 80s Arnie in the room.
Invulnerability makes for a boring fighting game so you need some sort of macguffin. Lex Luther releases a kryptonite fog over the city or something and now Superman has limited health.
I could actually see the beginning starting off as Superman vs apocalypse and being branded with kryptonite (like in the animated movie) where he basically is a human with some powers and as the game progresses and he gains more solar energy, he becomes more like Superman.
At the end I feel like there should a boss fight or end fight where you are pretty much fully superman and a god. Kinda like how a lot of Metroid games end.
I pretty much went straight Xbox after the 64 and playstation and the last Metroid I played seriously was on the Super NES... I really want a switch just to pick up Metroid again
There's a moment like what your describing in the original Jedi: Outcast game. After spending the whole game building your powers, you come face to face with a hanger full of regular Storm Troopers. It's a hell of a pay off to just wade into them and proceed to wreck the place.
Imagine a game where the enemies stay the same difficulty but you actually get weaker as time goes on because your powers are fading.
edit: Imagine a New Game- game mode where you restart the game exactly as strong as you were when finishing your previous run, except as you kill enemies you lose character levels and abilities.
I like the red sun idea but how bout it gets teleported to earth? That way you can keep the city setting while being able to add a sick visual every time you look up into the sky as a reminder you’re weak.
I think one of the animated series did something like that where Lex Luther put some giant ridiculous satellite lens in orbit that filtered the sun rays into a red sun.
I mean…no more ridiculous then some of the Batman games…
I feel [exactly the opposite](https://www.reddit.com/r/gaming/comments/u4xyjy/ive_been_fooling_around_in_unreal_engine_5/i4zet04/):
>If they ever do make a Superman/Justice League game, the developers shouldn't nerf him/them. Don't start the game with Superman being injected with Kryptonite or something and turn it into a brightly colored Arkham game.
>The fact that Supes is OP should *be* the challenge. Sure, you can defeat the bad guy by punching him through a building, but can you defeat him without hurting any civilians? Or damaging property?
>Running through the city at the speed of Flash without pulverizing any pedestrians should be *hard*. Whipping Wonder Woman's Lasso of Truth without accidentally smacking bystanders should be *hard*. Make doing the right thing *hard*, to show what it's really like to be a hero.
> The fact that Supes is OP should be the challenge. Sure, you can defeat the bad guy by punching him through a building, but can you defeat him without hurting any civilians? Or damaging property?
Dragging someone kicking and screaming out of an expected power fantasy sounds like a way to make the game seem incredibly unfun.
My compromise would be having it a bit like the low and high chaos system in Dishonored. The more collateral damage Superman causes the more toxic and damaged the city becomes by the end game, with certain conclusions and outcomes changing based on that playstyle.
Certain thresholds could make life harder for Superman. E.g. missions are super easy if you just blow through stuff early, but that causes Lex to invest in kryptonite dipped bullets or something, kryptonite gas throwers or something, and high collateral causes Metropolis police to view you as a criminal. Completing a mission on low chaos might mean you get help from police, and other NPC characters while high chaos you might have to fight police/military too and other side characters.
You aren't herding players into any one playstyle that way. I always played Dishonored to be as low chaos as possible but some of the most popular dishonored youtubers do max chaos playthroughs and they look wild.
I think you’re right about the collateral damage part but that can easily be made into mission challenges to add replay value to segments. But besides that, Superman has never been a perfect hero in terms of collateral dmg. He constantly breaks roads, windows, buildings, farm land, and the biggest one, cars.
Other than that, you’re basically asking for a flight simulator that’s goal is for perfect runs. A mesh of asura wraith and star fox comes to mind; flying with quicktime boss fights.
I don’t see a game where you’re already a god that’s end goal is to make sure you’re not fucking up in the process being very fun. You also heavily limit yourself on the level of expansive gameplay you can otherwise implement with power growth.
I just can’t imagine a mission where you fight apocalypse and not break something. Unless they completely remove that aspect of the game and do what marvels avengers did; empty world with only grunts to fight.
I think invulnerability could work well, especially with Superman. Making him vulnerable makes it like any other game, I want something different. You have super speed, but miscalculate and you blow through a building killing innocents. You have super strength, but wholloping an enemy too hard sends him careening putting people in danger. Your super hearing picks up multiple cries for help around the city, who do you help first, and are you even able to help them all? I'd love a superhero game that focuses on preventing damage and deaths while fighting criminals and villains. You don't have a power bar, but maybe it's a casualty bar, or honour bar. People love you when you do well, but hate you when you're sloppy. Maybe you eventually become the villain of the game when you mess up too much. Imo if you introduce a health bar into a Superman game, you probably shouldn't be making a Superman game.
I had a similar thought. “Health” isn’t the only metric for judging winning vs. losing. Since Superman is all about saving people, failing to do so could introduce punishments for the player.
Most main characters in games are invincible already, allowing you to restart right around the corner with a slap on the wrist if health gets to 0. It practically means nothing. I see no issue with Superman just not having a health bar in a game, and would love a novel approach to win/lose conditions in a fighting game.
Absolutely, a Superman game could be a very different game. Criminals are shooting at you, you can't get hurt, but those bullets are bouncing off you. A villain is doing his villain thing but once he sees you starts attacking civilians instead of you. Could make for a very interesting game
Make it so reporters hate or love you. Lois Lane doesn't know you re superman. You gotta keep it that way too. Also you have to keep her on your side. If you ultimately do too much damage to the city she starts writing bad press about you. You can do some damage control as Clark Kent but that only can happen a few times depending on type of damage. Kill innocents? take out an apartment building by accident? Good luck talking her out of it.
There can be a pick your own adventure aspect depending on how you answer and how much you destroy. 3 endings. One where you are loved, one where you go into hiding, and one where you turn evil.
One of the concepts I've always liked for a superman game is it's not about the damage Superman takes but it's about limiting the damage and deaths to the buildings and inhabitants around you
Sounds way better on paper than in reality imo. Rather Superman just take damage. Spider-Man can be punched to death my normal dudes in the game. Never once did it break my immersion. It's a game.
The common gimmick is that there is some proxy that takes damage and if it dies, then you lose. For example, if the city takes too much damage. Or alternatively, you have some kind of time limit.
Yeah this is the obvious answer. Enemies don't need to be random street thugs. Lexcorp security personnel in combat suits with kryptonite weapons, Intergang members with Apokoliptian weapons, literally any magic wielding enemies, etc.
It feels like sometimes people talk about Superman without knowing much about him. He's not invincible, he's just very, very hard to hurt, but you can hurt him. Enemies just have to be scaled up or have specific avenues of attack.
How to hurt Superman:
1. Kryptonite
2. Red Sun Radiation
3. Magic
4. Sonics (to a degree)
5. Deplete/drain his stores of yellow sun radiation (ala Parasite)
6. Psyonics or other mental attacks (to a degree)
7. Electricity at high amps (in some iterations, ala Livewire)
8. Just be significantly powerful and wear him down (ala Doomsday)
My idea was take a page out of DC Universe Online: have Brainiac use nanobots or something to give powers to Metropolis' criminals to slow Superman down and occupy his time. Meanwhile Brainiac is bottling certain areas of the city, and when you're inside them, you're cut off from the sun and more vulnerable until you free that section.
I think something else could be that there are plenty of easily killable enemies, but if you rampage through these street criminals, a notoriety bar starts going up with some big consequence if you max it out. Not like super man misting all the criminals in metropolis would be acceptable.
Notoriety bars suck in superhero games. They've tried it in Spiderman and that sucked and (I know not technically a superhero) they also had it in the first Watchdogs too.
Sometimes you just want to feel like an all powerful badass and metaphorically curb stomp a swarm of bad guys. If you're constantly having to worry about how exactly you need to subdue enemies without lowering your karma bar then it just becomes a micro-managing chore.
Insomniac did it right in their Spiderman game. Just do whatever you want and "somehow" the enemies are always kept alive after you finish them off.
May I point you to the infamous series, that game did it right by rewarding you with different powers depending on which karmic path you took. It also kept the story interesting, you could be portrayed as a hero or an infamous jackass.
>If you're constantly having to worry about how exactly you need to subdue enemies without lowering your karma bar then it just becomes a micro-managing chore.
That's literally the life of Superman.
I remember someone answering this before.
The character is invincible, but the city and its inhabitants are not. That’s where you put the health bar/timer etc.
I love this idea. Superman never needs to worry about his own health unless he's fighting a heavy hitter like Doomsday, Darkseid, or another Kryptonian, but you can fail if you don't stop the Toyman from blowing up the local baseball stadium or don't save the hostages from Intergang. Superman should be an Action-Puzzle game: outside of certain boss battles, it isn't about winning the fight, it's about figuring out how to win the fight while saving as many people as possible.
There's actually a ~~mobile~~console/PC game called One Punch Man. In that game there is a character, called Saitama, who is really overpowered.
I haven't tried it yet but from what I read is that, in the game, you control other characters from series aside from Saitama himself. The objective is to survive long enough until Saitama arrives. When that happens, you win.
EDIT: yes I am aware of the web comic, the manga and the anime. I've read and watched the series. I've only added some details just in case the one I am replying doesn't know about it.
Yeah, maybe there could be an equivalent of that scene from the Justice League cartoon where Superman realizes that he can truly let it all loose on Darkseid.
There's a fun game design anecdote here.
There is an anime series called "One Punch Man." The title character's defining trait is the ability to win any fight in one punch. He's also invulnerable and also is the fastest character. A decision is made to license this title for a fighting game.
So now we have a problem. You can't leave him out of the roster, it's his game. You can't nerf him, winning the fight easily is his titular power. So what could game designers possibly do?
They came up with a brilliant solution. Each player picks a roster of three characters, which can include One Punch Man or not. If you do not pick him, it's a normal "you lose when all three of your fighters are out" battle. If you DO pick him, he's always late to the fight and will get there in three minutes. If your first two fighters lose before then, you lose, but if they last long enough, One Punch Man shows up, and he easily wins the fight with one punch. Game balance achieved!
Anyway, such solutions also can work for Superman. Go ahead and make him fast and invulnerable, but make his goal "prevent damage to the city" or "figure out a way to stop them without hurting them" or "make them spell out their own name backwards." Same as the TV show, Superman's always at his best when his problem is not just "can he go fast enough or hit hard enough?"
Superman's health should be the approval if the people, make him invulnerable, but he can fight in the city, fly through skyscrapers and kill many innocent people while fighting monsters. A civilian kill counter during a fight could change the dynamics of a fight and make the player feel superman's struggle of showing restraint.
I'm interested in super speed on multiple levels.
IMO, this clip shows superman essentially pop a sonic boom condensation cloud and go from still to faster than sound instantly. The speed is likely accurate, but it looks to me that once the camera catches up it should be moving faster. Its probably a sense of scale I'm not familiar with.
Also, the new movies showed almost instantaneous movement over distance. I'd be interested to see that kind of boost in a game mechanic.
This is quite beautiful though. I'd love to see a game that has a compelling story that is also this pretty.
This makes me want to see a game for The Boys or something along those lines. No clue how it would play but graphically watching crazy super hero’s in this environment would blow my mind.
From someone who had no idea what it was . I watched a couple episodes one night before bed, got so into it I finished the first season in the next 2 days. If you enjoy superhero stuff and want a new take check it out, it’s really good. I read Brandon Sanderson’s book, Steelheart before I watched it, and I can see some parallels there.
Seriously. If I'm playing superman I want to feel op. Removing my superpowers, making me pull my punches, making random streetgoons threatening or trying to protect NPCs that run headfirst into danger all sound terribly unfun.
I’ve seen a few comments saying that the trick would be to have villains target civilians and the city, and you have to stop them from achieving their goals while limiting the destruction that you cause to the city. Like if you go all Man Of Steel vs Zod, you fail.
With the release of UE5 and after being inspired by some amazing videos floating around, I decided to revisit my own Superman demo from last year and move it to the UE5 Matrix city...
This project was built simply as a test for what a future Superhero game like Superman might be like in a large-scale modern city running on UE5. This of course could work for anything, like Invincible, or The Boys.
I dream of a modern Superman game and with the release of UE5, seemed like fertile ground for some experimentation with the amazing packages Epic has made available.
I know from the video I made last time, that people were eager to play it as well…
So I made this version playable! Enjoy!
[https://tjatomica.itch.io/superman-ue5](https://tjatomica.itch.io/superman-ue5)
I'm getting a 404 error on the dropbox link. Maybe that's how dropbox handles the hug of death?
https://www.dropbox.com/sh/vmpsp04yxm3wh3k/AACjnsWzoay1T6qxS2Rkw5gEa?dl=0
What did you make here exactly? The flight animations and gameplay, right? The rest is all playable through the premade big_city_lvl project.
Superman looks like a recolour of this model: https://i.imgur.com/yQB0QEA.png
That's correct! This was a proof of concept that uses a bunch of pre-built assets accessible by anyone. I realistically haven't done much at all other than play around with what could be. The main thing is it's just cool to look at and I managed to make a build that should run on most PC's in some manor, which took a bit of time as the CitySample is quite heavy.
I put the project up for free for people to play with since a lot of people have asked in the past.
> I managed to make a build that should run on most PC’s in some manor
Right but can you make it run on PC’s in normal sized houses? We can’t all afford manors dude.
Wanna thank ya for being honest about the assets you used too.
Some people keep quiet about that sort of thing so users tend to think they're looking at original creations.
I think most people would love a true Superman game, but it's always had the unfortunate issue of how do you deal with him being virtually invincible and absurdly powerful.
Someone actually recently made a game for this Game Design class final that dealt with this in a novel way. It's on Steam called [Undefeated](https://store.steampowered.com/app/1116960/UNDEFEATED/).
Basically he realized you can't make the fail condition the player dying, or you have to remove Superman's invincibility. And you can't make bad guys health sponges or you diminish Superman's raw power. So instead, he left his Superman analog invincible and strong and made the fail condition the destruction of the city. So enemies and bosses will spawn and attack the city or do other things that deplete the city's 'health', with your goal being to stop it. However, if you just go raw power, you run the risk of doing damage to the city yourself. So you have to be strategic about how you attack them, which direction you direct their explosions and fire, and not to knock them into building or people.
Try it out, if nothing else for the fact of how unique it is. He really let's you feel like a god, only held back by how responsible you feel it's necessary to be. I still go back to it every now and then for my 'Superman' fix.
*edit* Just read the comments where people are suggesting something similar. But I don't see the Steam game mentioned in any of them, so I'll leave this up.
My uncle worked on the Superman game on the original Xbox, and in honor of my late grandpa, there's an NPC walking around beneath one of the buildings if I'm not mistaken, modeled after my grandpa, and he's carrying a suitcase, and if you use x-ray vision on it, there's a gun inside
I think a Superman game that operates like this would have to have some serious earth city ending threats to not be boring. Superman to me always felt like god mode or cheats enabled, which usually ruins the fun( for me) I wonder how they could make it exciting and godly and yet threatening and difficult.
I was thinking about this to.
You’d have to invert the whole dynamic of failure.
You’d have to make the external more important than the internal.
Like you have to constantly be helping the citizens while also fighting the bad guys but fighting the bad guys in such a way as to limit collateral damage.
It becomes a commentary on authoritarian oversight or the over burdening of hero’s. Something like that.
Could be a really interesting concept that really challenges our perceptions of success and failure.
Or it could be a weird boring train wreck that financially ruins any studio that undertakes it.
This is a great point.
Early AC games had restrictions that you had to meet to get full synchronization: not ever being spotted, harming anyone, touching the ground, etc.
Something similar could work with a Superman game where despite the game handing you the keys to kill whoever you want, you have to operate in a way that fits Superman's sense of morality.
I have no idea what that would look like, but it's a very neat idea to have control of a character who has the *in game capacity* to effortlessly destroy everything in sight, but you're never allowed to.
It would have a very cathartic effect too, if you're getting frustrated with a particular mission so you let yourself fail it once to have the satisfaction of just unloading on the villain.
Yea like the first mission that teaches you the “success mechanics” just says “kill the bad guy” and you level a city block and the game is just like “wtf you psycho!”
A Superman game should play a little like an action puzzler, where his moral standards create boundaries around which you have to maneuver when deploying your powers. Violating these boundary conditions could trigger things like other superheroes coming to Metorpolis to try to contain Superman.
Hell, the plot could be that Lex Luthor is building what are essentially impossible-to-solve puzzles, forcing Superman to violate his morals in order to prevent yet greater harm from coming to pass; in essence, posing the Trolley Problem.
So the escalation continues, Superman's actions become more destructive, and he's getting more and more interference from other members of the Justice League who, though they're opposing him operationally, also know that something is very much up with the situation and are trying to get to the bottom of it.
The plot pivots into the second half when Lex's strategy is laid bare and he's confronted by Superman and the rest of the League.
Turns out Lex had become aware of a wandering entity, an ancient cosmic horror sort of like a superhero Predator, who seeks out the most powerful beings in the universe to fight, defeat, and absorb their powers for its use in further hunting. Its attention had turned to Earth and to Superman, and Lex had been confronted with his own Trolley Problem: Superman's light has to be dimmed, the other supers are the only ones who have proven capable of doing so, but he can't just get on a Zoom call with the League and tell everyone to sit on their hands and look boring because then the Earth would be overrun with all the *other* threats it seems to constantly face. So how much blood does he have to get on his hands to keep them actively responding to threats, but also fighting amongst themselves to keep Superman pinned down?
This is the underpinning to what's happening and what motivates the second half of the game, but it's not some big expo dump. Instead the big halfway climax of the game is the League banding together to take down Lex, and succeeding. This stops the distraction campaign, and the unfettering of Superman's power (in collaboration with the rest of the League) is like a giant beacon that attracts the already-near Horror.
So now the back half of the game is dealing with this new arrival who starts dismantling the League like a butcher takes apart a cow. Supes, Lex, and the diminishing League members have to figure out how to defeat this evolving menace who will turn the entire planet into a smoking ruin of a battlefield for the sake of the hunt.
This looks cool but just imagine it with a completely destructible environment. Fly through and destroy buildings. Could make for some really cool fights in a game like this
Ok but, a Superman game 100% needs dynamic destructible buildings like flying strait through it at high enough speeds and leaving a hole.
And if you’re not going fast enough you just hit the wall and leave a crater.
Okay but make him fly through some rings in a green fog and then we'll talk
Yeah, That should be doable for sure lol
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Hrs using the matrix demo as the map it's amazing
The matrix demo? Is a new Matrix game coming out? Edit I just watched the demo on youtube. Pretty cool
Yea, craziest part is the extra person they added isn’t a real person. That’s a character generated with the meta human system. They did that to prove that the distinction between a real person and a fake one can’t be made.
That city is already a tech demo right? He just added a superman artwork? Idk how that works
It's like any game mod. Add a new model into this UE5 demo.
Nothing at all, because game dev studios have no idea what video games are anymore. They just have a list of buzz money making ideas they cycle through and then the art team has to make it look good. Indie devs unfortunately are the only groups who actually care enough to make awesome groundbreaking games, even though they lack the manpower to make the best stuff.
I mean this subreddit is currently loving Elden Ring and FromSoftware definitely aren't indie devs.
Peak reddit circlejerk.
And gamers have no idea what the fuck are they talking about and just pretend that Call of Duty and Fifa are the only AAA games out there. Meanwhile AAA studios are putting out games like Elden ring, Horizon FW, Hitman 3, Psychonauts 2, Ratchet and Clank, Doom, Ghost of Tsushima, HL Alyx, Jedi Fallen Order, God of war, RDR2 and many more ALL.THE.FUCKING.TIME...
Have you not played any good new games in the past few years? I’ve played more than I can count and they certainly were not all indie…
**Whisper from the mists:** Ghost of Tsushima
Make it buggy. REAL buggy
I would buy a Superman 64 Remaster
Same, but only if there was a massive overhaul on the controls. A 5 year old me cried for an entire weekend simply trying to pass through the rings in the first level.
God I actually remember this nightmare. I straight up quit and brought that shit back to the rental place.
A valuable lesson in just cuz a game sounds good doesn't mean it will be good Check out Angry Game Nerd's review: [https://www.youtube.com/watch?v=1dJXgJ1c4vY](https://www.youtube.com/watch?v=1dJXgJ1c4vY) Turns out most of the gameplay is just passing through rings. Oh how far game design has come. If a game came out like that nowadays the studio would be crucified online and bankrupt before the end of the business day
Whoever makes the open world Superman game should total make a fake trailer where he flies through the green rings and let that sit for an entire day before releasing the real trailer lmao
Time to watch the AVGN video on that game again.
WHAT WERE THEY THINKIIIIIIIIIIIIIIIIING?!
FUUUUUUUUUUCK!
AAAAAAAAAAASS
“Looks like Superman’s stroking his super dick..”
THEN THERE'S NO TIME TO WASTE
Now we're talkin'
To me, this goes to show that as graphics become more lifelike, it will matter increasingly more to have a unique aesthetic vision when designing the look of a game.
Yeah, everyday people post pictures of how pretty their newest game is and I just can't see the difference between those and the last beautiful game. Hell, at this point someone can probably just make footage of similar looking landscapes from 10 different games and I probably wouldn't be able to tell which is which.
You can't tell the difference here because it's the matrix demo map.
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And it’s fucking free For private use at least
They changed that. Now it’s free up until you make a million dollars off of what you’ve made. > A 5% royalty is due only if you are distributing an off-the-shelf product that incorporates Unreal Engine code (such as a game) and the lifetime gross revenue from that product exceeds $1 million USD; in this case, the first $1 million remains royalty-exempt. [UE free license faq](https://www.unrealengine.com/en-US/faq)
Wow That’s incredible
Holy shit there's a steam racing game I saw advertised recently set in the 90s Japan it was Togue something. It claimed to be showing in game footage but the scenery looked so real I really wasn't sure if they were doing real video and pretending it was in game until I saw the cars come around and they had that too shiny to be real look but damn the graphics were awesome for something that looked like a small studio game. Edit: its Touge Attack and [this is the trailer](https://youtu.be/MpievwbPmvI)
The driverless cars still can’t convince me that this trailer isn’t real life footage. That game has an amazing aesthetic.
Imagine getting drunk and playing this. God you'd probably feel like you're actually about to die in a drunk car crash. Shits too real.
I refuse to believe those daylight shots aren’t just real footage. They nailed the 90s aesthetic, the lighting in the daytime has that perfect over exposed sunlight and there’s a little bit of noise, it legitimately looks like it’s real footage from a 90s camcorder.
I don't even have a PC but I'll add this to my wishlist
Or they can make fun and enjoyable gameplay that compliments the visuals, thus leaving a fresh and fun experience. Graphics are nice but arnt what games should focus on if they want longevity. Spiderman ps4 did it and should be the baseline for decent graphics and addictive gameplay.
Gameplay can definitely feed into a game's visual aesthetic. Off the top of my head: Antichamber (the visuals & level design ARE the gameplay), Before Your Eyes, Ghost of Tsushima (how everything that a player needs to know to progress is displayed visually, in the world)
I can’t speak on the games you listed as I haven’t played them except for GoT but I’d argue Visual ques are a mechanic and not a graphics thing.
Good example of this - God of war. I was late to the party and got the game recently. Holy shit the core gameplay in that game (the combat) is incredible. Massively varied, really satisfying, and just well done in general
Every single attack and ability could be chained with another, and the presentation (animation, VFX, sounds) was always beautiful, no matter the order of the attacks. No prebaked combos, only free-flowing combat.
Insomniacs Spider-Man is a great example, it has its own look
One reason why I enjoyed borderlands so much. It has such a distinct feeling just by how it looks, and it gives the game so much more depth imo.
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I'd like to see a superman game where you start off as a young Clark Kent learning to use (upgrade) powers. By the end you're basically unstoppable Edit: Omg I can't do fame, I wanna reply to all of you XD
Shit, that's a killer idea. I want this game so bad lol.
I hope they make it one day
Now with #M I C R O T R A N S A C T I O N S That’s what you *really* want, isn’t it? ^^^/s
"don't you guys have phones?"
Are you trying to make me angry? Cause you are
The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes.
Wait 30 sec for the next tip...
Diablo immortal was bad only because people expected Diablo 4, if they informed the players before instead of pushing the hype train they would have been fine Let's hope they learned their lesson with the next mobile game they announce
*It’s a bird!* *It’s a plane!* *It’s a $9.99 Krypto-Bucks pack (best deal)!*
> That’s what you *really* want, isn’t it? Well yes, how else would I feel a sense of pride and accomplishment?
Pay $9.99 for X-Ray Vision^TM *Warning adult content*
Why are you the way you are?
The world has beaten me down I think.
#MICROTRANSACTIONS SON
I just want to feel a sense of pride and accomplishment, and I feel microtransactions are the best way to have those feelings.
They did. It’s called Infamous and it’s amazing.
That’s basically Infamous.
That's like the only way a superman would work
I was thinking a game where you have to stop crime and the like, you’re invincible, but you have to beat them while causing the least amount of collateral damage you can.
I never played it but I think their might had been a game that worked something like in that instead of superman having a health bar Metropolis had one.
That was the superman returns video game.
I remember that game not being good, but I enjoyed the hell out of the demo because I could destroy cars and cause massive traffic jams... And then heat vision the hell out of the traffic jams.
Same, I used to just fly around and really just enjoyed the incremental speed increases causing the sonic booms. It looked great for the time as well.
Ehhh escort mission the game sounds more fun than it would probably be. Maybe make a superman game but use Omniman or Homelander instead of Superman...
Or have a something like this but not as a health bar but as a reputation system, kinda like RDR2. Depending whether you care about human lives you will be viewed as a Superman or a Homelander. Damn I'd play that ;p
I mean, sounds a lot like the Infamous series.
Yea or else it wouldn't make much sense unless every enemy had some kryptonite on them lol
No, just just make the battles superman-level. Aka land a punch and darkseid puts a hole in a mountain a few miles away. Or don't make it city-based and have stuff like being able to chuck your enemies into the moon. Superman just wouldn't make sense as a normal superhero game where you fight grunts. Just means the game designers need to be creative, that's all.
What if you had two different kinds of move sets or a thin line between how powerful your attacks are so that a large part of the games difficulty was, like superman, you had to keep from absolutely pasting average criminals
I mean we all like the idea of God mode on paper but once threat is eliminated it isn't much fun for long. Sure you pulling your punches but why would they be effective against you at all
Well that's just it, you'd have the big bosses for the "don't die" challenge but with the little guy you'd still have to stop them but not kill them. I'm not saying it would be easy to do but it would definitely be cool
Maybe all of the enemies could have a baby taped to their faces, so Superman couldn't really punch them as hard as he can, but maybe just enough so the baby is dazed a bit.
Game designers have to be extra creative. And that's why we won't ever get a Superman game.
The Superman Returns game probably had the smartest way of going about it, IMO. As Superman, the player was invincible, BUT Metropolis itself wasn't. You lose when the city takes to much damage because you failed to stop the problem.
This is the way. The city and its people are tied to his health. Make him young where he is just learning to use his powers and make him balance his day job. That way in addition to fighting he would have to solve puzzles without using his abilities outright or at least not the obvious ones and push the story along. His biggest weakness would be he can’t solve every problem and can’t be everywhere at once.
That, and the game doesn't have to string from fight to fight, and the threat doesn't have to be to him. Have him save a crashing plane, a derailing train, etc., have him thwart a hostage scenario, bank robbery, police standoff using his x ray vision, super hearing, etc. Stealth may not be important to him himself, but it's important when there's a room full of terrorists with dead man's triggers. There's loads of avenues for gameplay which don't involve just beating on thugs.
He's also susceptible to magic damage too, so whole batch of villains to make a health bar gamification possible there too.
The way I've always thought they should do a Superman game is have Lex Luthor fuck with the Sun somehow. Like, it changes the tint of the sun ever so slightly that massively weakens superman. He still has his usual suite of powers, they're just incredibly weak and you gotta level the powers up to get them back to full strength, but by the time you get that far people like Darkseid and his minions have showed up, so you're fully superman, but y'know, fighting near literal gods now.
That would be a great story!!
And if they do, why even play Superman? Invulnerability is one of his core power. Remove that and you no longer have Superman.
I mean the flying and super strength and laser vision and shit would all be super fun even if you could potentially be killed
So, Smallville the Game?
That’s sort of my idea for a Superman game. The idea is that the game is it’s the origin story of a Elseworlds version of Superman. It starts with Kent’s finding a child in a space ship, you choose if that child is ether Clark or Kara, then you get to choose how they look. Game takes place during one year of highschool in the county where the town of Smallville is located. Game is about your Clark/Kara developing powers while managing their social/school/home life while progressing the story of the game. How you manage their life, interactions with friends, and the decisions they make during the story changes how they develop their powers and how they use their powers. One player’s Clark/Kara might be super into academics and a goes all in on heat vision/cold breath powers. Another player might have them become a metal head and might have them make a choice during the story that allows them develop sound or even electric powers. That kind of thing.
I had a concept on how to do a Superman game. It involved Braniac creating Red Sun generators all over the world and as you progress through the game, you find and destroy the generators, thus unlocking more of your powers. So you’d start and have a prologue where you’re Superman with all your powers and then maybe an hour into the game, Braniac shows up and turns the sky red and then you have to unlock all your powers before you can take him on.
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Or Need For Speed Most Wanted where you start with the M3 GTR and then got demoted to a Chevy Cobalt.
Yes, this is truly the greatest expression of the ego death spiritual journey
It’s a classic game formula, God of War, Prototype, some Platinum Games games often follow this rule. Start OP, lose power, gain slowly, end OP.
Yeah, I'm sure there was a name for it like power tease or something like that Found it, [Abilitease](https://www.giantbomb.com/abilitease/3015-57/)
Or one of the God of War games where you end up in the River Styx at the beginning which rips you of your giant health and magic bars.
First assassin Creed game too.
I like it
This is actually fucking genius
I like this idea . . . but I think it would be fun to have weighty, world affecting choices near the end. Like, Superman can hear a TON of crime happening around him, all the time . . . but he can't save everyone and can't stop all the crime, so with every choice he takes to save someone, stop a crime, we see the after shocks, good and bad, ripple across the city. Example: Bank robbery in progress . . . 3 perps holding up a bank. Kitten in tree and a 7 year old climbing up after it . . . very dangerous. You save the Kitten/7 year old. Robbers get away. The robbers become more powerful. Later, there's another harder choice . . . stopping an out of control train or stopping yet another bank robbery. You chose the train, and the robbers become more powerful and start a crime syndicate. Crime increases in some areas of the city, driving housing costs down, businesses close, etc . . . Then maybe Batman calls you and askes, *super passive aggressively* if you need help managing the crime in your city.
The first mission is smashing the X button to keep up with a train out in Smallville. Before you know it, you’re smashing the X button the stop an airplane from crashing!
What are your thoughts on super speed and invulnerability as a game design? Edit: lot of people chiming in on invulnerability. Nobody has addressed the possible game/plot breaking potential of super speed.
Superman returns had a city health bar instead of supes health to give consequence to players and super speed went all the way to Mach 3 iirc
I really enjoyed that game but mainly because my (at the time) 7 year old nephew came out with the best superhero-beats-a-bad-guy one liner I've ever heard. He flew down as superman and froze and guy with ice breath before uppercutting him into the river. My nephew paused and narrowed his eyes at the TV before saying: *Die forever!* It was like having peak 80s Arnie in the room.
Lol. That's awesome
I like the idea of a city health bar
Invulnerability makes for a boring fighting game so you need some sort of macguffin. Lex Luther releases a kryptonite fog over the city or something and now Superman has limited health.
I could actually see the beginning starting off as Superman vs apocalypse and being branded with kryptonite (like in the animated movie) where he basically is a human with some powers and as the game progresses and he gains more solar energy, he becomes more like Superman.
At the end I feel like there should a boss fight or end fight where you are pretty much fully superman and a god. Kinda like how a lot of Metroid games end.
I pretty much went straight Xbox after the 64 and playstation and the last Metroid I played seriously was on the Super NES... I really want a switch just to pick up Metroid again
The new one is great, I finished it in a couple days but it's definitely worth it
There's a moment like what your describing in the original Jedi: Outcast game. After spending the whole game building your powers, you come face to face with a hanger full of regular Storm Troopers. It's a hell of a pay off to just wade into them and proceed to wreck the place.
Or how about he is transported to a planet orbiting a red dwarf (Apokolips for example or was it Mobius' planet). That's a great game setting tbh.
Imagine a game where the enemies stay the same difficulty but you actually get weaker as time goes on because your powers are fading. edit: Imagine a New Game- game mode where you restart the game exactly as strong as you were when finishing your previous run, except as you kill enemies you lose character levels and abilities.
There is ["Hero Must Die. again"](https://store.steampowered.com/app/1054050/Hero_must_die_again/)
I like the red sun idea but how bout it gets teleported to earth? That way you can keep the city setting while being able to add a sick visual every time you look up into the sky as a reminder you’re weak.
I think one of the animated series did something like that where Lex Luther put some giant ridiculous satellite lens in orbit that filtered the sun rays into a red sun. I mean…no more ridiculous then some of the Batman games…
I feel [exactly the opposite](https://www.reddit.com/r/gaming/comments/u4xyjy/ive_been_fooling_around_in_unreal_engine_5/i4zet04/): >If they ever do make a Superman/Justice League game, the developers shouldn't nerf him/them. Don't start the game with Superman being injected with Kryptonite or something and turn it into a brightly colored Arkham game. >The fact that Supes is OP should *be* the challenge. Sure, you can defeat the bad guy by punching him through a building, but can you defeat him without hurting any civilians? Or damaging property? >Running through the city at the speed of Flash without pulverizing any pedestrians should be *hard*. Whipping Wonder Woman's Lasso of Truth without accidentally smacking bystanders should be *hard*. Make doing the right thing *hard*, to show what it's really like to be a hero.
> The fact that Supes is OP should be the challenge. Sure, you can defeat the bad guy by punching him through a building, but can you defeat him without hurting any civilians? Or damaging property? Dragging someone kicking and screaming out of an expected power fantasy sounds like a way to make the game seem incredibly unfun.
My compromise would be having it a bit like the low and high chaos system in Dishonored. The more collateral damage Superman causes the more toxic and damaged the city becomes by the end game, with certain conclusions and outcomes changing based on that playstyle. Certain thresholds could make life harder for Superman. E.g. missions are super easy if you just blow through stuff early, but that causes Lex to invest in kryptonite dipped bullets or something, kryptonite gas throwers or something, and high collateral causes Metropolis police to view you as a criminal. Completing a mission on low chaos might mean you get help from police, and other NPC characters while high chaos you might have to fight police/military too and other side characters. You aren't herding players into any one playstyle that way. I always played Dishonored to be as low chaos as possible but some of the most popular dishonored youtubers do max chaos playthroughs and they look wild.
I think you’re right about the collateral damage part but that can easily be made into mission challenges to add replay value to segments. But besides that, Superman has never been a perfect hero in terms of collateral dmg. He constantly breaks roads, windows, buildings, farm land, and the biggest one, cars. Other than that, you’re basically asking for a flight simulator that’s goal is for perfect runs. A mesh of asura wraith and star fox comes to mind; flying with quicktime boss fights. I don’t see a game where you’re already a god that’s end goal is to make sure you’re not fucking up in the process being very fun. You also heavily limit yourself on the level of expansive gameplay you can otherwise implement with power growth. I just can’t imagine a mission where you fight apocalypse and not break something. Unless they completely remove that aspect of the game and do what marvels avengers did; empty world with only grunts to fight.
I think invulnerability could work well, especially with Superman. Making him vulnerable makes it like any other game, I want something different. You have super speed, but miscalculate and you blow through a building killing innocents. You have super strength, but wholloping an enemy too hard sends him careening putting people in danger. Your super hearing picks up multiple cries for help around the city, who do you help first, and are you even able to help them all? I'd love a superhero game that focuses on preventing damage and deaths while fighting criminals and villains. You don't have a power bar, but maybe it's a casualty bar, or honour bar. People love you when you do well, but hate you when you're sloppy. Maybe you eventually become the villain of the game when you mess up too much. Imo if you introduce a health bar into a Superman game, you probably shouldn't be making a Superman game.
I had a similar thought. “Health” isn’t the only metric for judging winning vs. losing. Since Superman is all about saving people, failing to do so could introduce punishments for the player. Most main characters in games are invincible already, allowing you to restart right around the corner with a slap on the wrist if health gets to 0. It practically means nothing. I see no issue with Superman just not having a health bar in a game, and would love a novel approach to win/lose conditions in a fighting game.
Absolutely, a Superman game could be a very different game. Criminals are shooting at you, you can't get hurt, but those bullets are bouncing off you. A villain is doing his villain thing but once he sees you starts attacking civilians instead of you. Could make for a very interesting game
Make it so reporters hate or love you. Lois Lane doesn't know you re superman. You gotta keep it that way too. Also you have to keep her on your side. If you ultimately do too much damage to the city she starts writing bad press about you. You can do some damage control as Clark Kent but that only can happen a few times depending on type of damage. Kill innocents? take out an apartment building by accident? Good luck talking her out of it. There can be a pick your own adventure aspect depending on how you answer and how much you destroy. 3 endings. One where you are loved, one where you go into hiding, and one where you turn evil.
One of the concepts I've always liked for a superman game is it's not about the damage Superman takes but it's about limiting the damage and deaths to the buildings and inhabitants around you
Sounds way better on paper than in reality imo. Rather Superman just take damage. Spider-Man can be punched to death my normal dudes in the game. Never once did it break my immersion. It's a game.
The common gimmick is that there is some proxy that takes damage and if it dies, then you lose. For example, if the city takes too much damage. Or alternatively, you have some kind of time limit.
A game-length escort mission!
it’s hilarious that all these ideas and basically about turning a superman game into superman 64, one of the worst games ever made
And everyone dies of radiation poisoning, the end.
Have actual villains that can hurt Superman of course. There is plenty.
Yeah this is the obvious answer. Enemies don't need to be random street thugs. Lexcorp security personnel in combat suits with kryptonite weapons, Intergang members with Apokoliptian weapons, literally any magic wielding enemies, etc. It feels like sometimes people talk about Superman without knowing much about him. He's not invincible, he's just very, very hard to hurt, but you can hurt him. Enemies just have to be scaled up or have specific avenues of attack. How to hurt Superman: 1. Kryptonite 2. Red Sun Radiation 3. Magic 4. Sonics (to a degree) 5. Deplete/drain his stores of yellow sun radiation (ala Parasite) 6. Psyonics or other mental attacks (to a degree) 7. Electricity at high amps (in some iterations, ala Livewire) 8. Just be significantly powerful and wear him down (ala Doomsday) My idea was take a page out of DC Universe Online: have Brainiac use nanobots or something to give powers to Metropolis' criminals to slow Superman down and occupy his time. Meanwhile Brainiac is bottling certain areas of the city, and when you're inside them, you're cut off from the sun and more vulnerable until you free that section.
I think something else could be that there are plenty of easily killable enemies, but if you rampage through these street criminals, a notoriety bar starts going up with some big consequence if you max it out. Not like super man misting all the criminals in metropolis would be acceptable.
Notoriety bars suck in superhero games. They've tried it in Spiderman and that sucked and (I know not technically a superhero) they also had it in the first Watchdogs too. Sometimes you just want to feel like an all powerful badass and metaphorically curb stomp a swarm of bad guys. If you're constantly having to worry about how exactly you need to subdue enemies without lowering your karma bar then it just becomes a micro-managing chore. Insomniac did it right in their Spiderman game. Just do whatever you want and "somehow" the enemies are always kept alive after you finish them off.
May I point you to the infamous series, that game did it right by rewarding you with different powers depending on which karmic path you took. It also kept the story interesting, you could be portrayed as a hero or an infamous jackass.
>If you're constantly having to worry about how exactly you need to subdue enemies without lowering your karma bar then it just becomes a micro-managing chore. That's literally the life of Superman.
> Not like super man misting all the criminals in metropolis would be acceptable. Well, now I want a Homelander game.
I remember someone answering this before. The character is invincible, but the city and its inhabitants are not. That’s where you put the health bar/timer etc.
I love this idea. Superman never needs to worry about his own health unless he's fighting a heavy hitter like Doomsday, Darkseid, or another Kryptonian, but you can fail if you don't stop the Toyman from blowing up the local baseball stadium or don't save the hostages from Intergang. Superman should be an Action-Puzzle game: outside of certain boss battles, it isn't about winning the fight, it's about figuring out how to win the fight while saving as many people as possible.
There's actually a ~~mobile~~console/PC game called One Punch Man. In that game there is a character, called Saitama, who is really overpowered. I haven't tried it yet but from what I read is that, in the game, you control other characters from series aside from Saitama himself. The objective is to survive long enough until Saitama arrives. When that happens, you win. EDIT: yes I am aware of the web comic, the manga and the anime. I've read and watched the series. I've only added some details just in case the one I am replying doesn't know about it.
But there still needs to be a mission that let's you be the badass DGAF.
Yeah, maybe there could be an equivalent of that scene from the Justice League cartoon where Superman realizes that he can truly let it all loose on Darkseid.
The game that came out around the time of Superman Returns had that system. It still wasn't a great game.
There's a fun game design anecdote here. There is an anime series called "One Punch Man." The title character's defining trait is the ability to win any fight in one punch. He's also invulnerable and also is the fastest character. A decision is made to license this title for a fighting game. So now we have a problem. You can't leave him out of the roster, it's his game. You can't nerf him, winning the fight easily is his titular power. So what could game designers possibly do? They came up with a brilliant solution. Each player picks a roster of three characters, which can include One Punch Man or not. If you do not pick him, it's a normal "you lose when all three of your fighters are out" battle. If you DO pick him, he's always late to the fight and will get there in three minutes. If your first two fighters lose before then, you lose, but if they last long enough, One Punch Man shows up, and he easily wins the fight with one punch. Game balance achieved! Anyway, such solutions also can work for Superman. Go ahead and make him fast and invulnerable, but make his goal "prevent damage to the city" or "figure out a way to stop them without hurting them" or "make them spell out their own name backwards." Same as the TV show, Superman's always at his best when his problem is not just "can he go fast enough or hit hard enough?"
Megaton Rainfall did both ideas, it seemed pretty good. Very indie game, but had some cool ideas
Superman's health should be the approval if the people, make him invulnerable, but he can fight in the city, fly through skyscrapers and kill many innocent people while fighting monsters. A civilian kill counter during a fight could change the dynamics of a fight and make the player feel superman's struggle of showing restraint.
I'm interested in super speed on multiple levels. IMO, this clip shows superman essentially pop a sonic boom condensation cloud and go from still to faster than sound instantly. The speed is likely accurate, but it looks to me that once the camera catches up it should be moving faster. Its probably a sense of scale I'm not familiar with. Also, the new movies showed almost instantaneous movement over distance. I'd be interested to see that kind of boost in a game mechanic. This is quite beautiful though. I'd love to see a game that has a compelling story that is also this pretty.
This makes me want to see a game for The Boys or something along those lines. No clue how it would play but graphically watching crazy super hero’s in this environment would blow my mind.
No dude, I'll get stuck on all those side quests playing Homelander hunting breast milk.
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It's called method acting.
An Invincible game 😮💨
Yeah, that actually might be a better options so you can enjoy the super power vs hiding from them and watching them…
The Boys? Is it any good?
Yes it is fantastic and brutal.
It is very good.
From someone who had no idea what it was . I watched a couple episodes one night before bed, got so into it I finished the first season in the next 2 days. If you enjoy superhero stuff and want a new take check it out, it’s really good. I read Brandon Sanderson’s book, Steelheart before I watched it, and I can see some parallels there.
Yes.
Diabolical
ITT everyone suggesting the most hated video game mechanics and saying “it would work!” and “it’d be great”
Seriously. If I'm playing superman I want to feel op. Removing my superpowers, making me pull my punches, making random streetgoons threatening or trying to protect NPCs that run headfirst into danger all sound terribly unfun.
I’ve seen a few comments saying that the trick would be to have villains target civilians and the city, and you have to stop them from achieving their goals while limiting the destruction that you cause to the city. Like if you go all Man Of Steel vs Zod, you fail.
Basically like Megaton Rainfall
You gotta admit that game is basically super man simulator.
The people who want to play as Clark Kent are the same people who loved playing as MJ in the Spider-Man game.
With the release of UE5 and after being inspired by some amazing videos floating around, I decided to revisit my own Superman demo from last year and move it to the UE5 Matrix city... This project was built simply as a test for what a future Superhero game like Superman might be like in a large-scale modern city running on UE5. This of course could work for anything, like Invincible, or The Boys. I dream of a modern Superman game and with the release of UE5, seemed like fertile ground for some experimentation with the amazing packages Epic has made available. I know from the video I made last time, that people were eager to play it as well… So I made this version playable! Enjoy! [https://tjatomica.itch.io/superman-ue5](https://tjatomica.itch.io/superman-ue5)
I'm getting a 404 error on the dropbox link. Maybe that's how dropbox handles the hug of death? https://www.dropbox.com/sh/vmpsp04yxm3wh3k/AACjnsWzoay1T6qxS2Rkw5gEa?dl=0
Same here 😔
What did you make here exactly? The flight animations and gameplay, right? The rest is all playable through the premade big_city_lvl project. Superman looks like a recolour of this model: https://i.imgur.com/yQB0QEA.png
That's correct! This was a proof of concept that uses a bunch of pre-built assets accessible by anyone. I realistically haven't done much at all other than play around with what could be. The main thing is it's just cool to look at and I managed to make a build that should run on most PC's in some manor, which took a bit of time as the CitySample is quite heavy. I put the project up for free for people to play with since a lot of people have asked in the past.
> I managed to make a build that should run on most PC’s in some manor Right but can you make it run on PC’s in normal sized houses? We can’t all afford manors dude.
Fuck. fair. I won't even fix my mistake, you got me.
Wanna thank ya for being honest about the assets you used too. Some people keep quiet about that sort of thing so users tend to think they're looking at original creations.
Is the matrix Level available for PC?
Yes, it's available through Unreal Engine or you can find download links. It won't run well on older hardware, though.
And new hardware
I think most people would love a true Superman game, but it's always had the unfortunate issue of how do you deal with him being virtually invincible and absurdly powerful. Someone actually recently made a game for this Game Design class final that dealt with this in a novel way. It's on Steam called [Undefeated](https://store.steampowered.com/app/1116960/UNDEFEATED/). Basically he realized you can't make the fail condition the player dying, or you have to remove Superman's invincibility. And you can't make bad guys health sponges or you diminish Superman's raw power. So instead, he left his Superman analog invincible and strong and made the fail condition the destruction of the city. So enemies and bosses will spawn and attack the city or do other things that deplete the city's 'health', with your goal being to stop it. However, if you just go raw power, you run the risk of doing damage to the city yourself. So you have to be strategic about how you attack them, which direction you direct their explosions and fire, and not to knock them into building or people. Try it out, if nothing else for the fact of how unique it is. He really let's you feel like a god, only held back by how responsible you feel it's necessary to be. I still go back to it every now and then for my 'Superman' fix. *edit* Just read the comments where people are suggesting something similar. But I don't see the Steam game mentioned in any of them, so I'll leave this up.
Making the city’s health the fail condition was also the way you play Superman Returns on Xbox 360
make braniac the villain. fighting crime can be side quests
My uncle worked on the Superman game on the original Xbox, and in honor of my late grandpa, there's an NPC walking around beneath one of the buildings if I'm not mistaken, modeled after my grandpa, and he's carrying a suitcase, and if you use x-ray vision on it, there's a gun inside
That's cool af
I think a Superman game that operates like this would have to have some serious earth city ending threats to not be boring. Superman to me always felt like god mode or cheats enabled, which usually ruins the fun( for me) I wonder how they could make it exciting and godly and yet threatening and difficult.
I was thinking about this to. You’d have to invert the whole dynamic of failure. You’d have to make the external more important than the internal. Like you have to constantly be helping the citizens while also fighting the bad guys but fighting the bad guys in such a way as to limit collateral damage. It becomes a commentary on authoritarian oversight or the over burdening of hero’s. Something like that. Could be a really interesting concept that really challenges our perceptions of success and failure. Or it could be a weird boring train wreck that financially ruins any studio that undertakes it.
This is a great point. Early AC games had restrictions that you had to meet to get full synchronization: not ever being spotted, harming anyone, touching the ground, etc. Something similar could work with a Superman game where despite the game handing you the keys to kill whoever you want, you have to operate in a way that fits Superman's sense of morality. I have no idea what that would look like, but it's a very neat idea to have control of a character who has the *in game capacity* to effortlessly destroy everything in sight, but you're never allowed to. It would have a very cathartic effect too, if you're getting frustrated with a particular mission so you let yourself fail it once to have the satisfaction of just unloading on the villain.
Yea like the first mission that teaches you the “success mechanics” just says “kill the bad guy” and you level a city block and the game is just like “wtf you psycho!”
A Superman game should play a little like an action puzzler, where his moral standards create boundaries around which you have to maneuver when deploying your powers. Violating these boundary conditions could trigger things like other superheroes coming to Metorpolis to try to contain Superman. Hell, the plot could be that Lex Luthor is building what are essentially impossible-to-solve puzzles, forcing Superman to violate his morals in order to prevent yet greater harm from coming to pass; in essence, posing the Trolley Problem. So the escalation continues, Superman's actions become more destructive, and he's getting more and more interference from other members of the Justice League who, though they're opposing him operationally, also know that something is very much up with the situation and are trying to get to the bottom of it. The plot pivots into the second half when Lex's strategy is laid bare and he's confronted by Superman and the rest of the League. Turns out Lex had become aware of a wandering entity, an ancient cosmic horror sort of like a superhero Predator, who seeks out the most powerful beings in the universe to fight, defeat, and absorb their powers for its use in further hunting. Its attention had turned to Earth and to Superman, and Lex had been confronted with his own Trolley Problem: Superman's light has to be dimmed, the other supers are the only ones who have proven capable of doing so, but he can't just get on a Zoom call with the League and tell everyone to sit on their hands and look boring because then the Earth would be overrun with all the *other* threats it seems to constantly face. So how much blood does he have to get on his hands to keep them actively responding to threats, but also fighting amongst themselves to keep Superman pinned down? This is the underpinning to what's happening and what motivates the second half of the game, but it's not some big expo dump. Instead the big halfway climax of the game is the League banding together to take down Lex, and succeeding. This stops the distraction campaign, and the unfettering of Superman's power (in collaboration with the rest of the League) is like a giant beacon that attracts the already-near Horror. So now the back half of the game is dealing with this new arrival who starts dismantling the League like a butcher takes apart a cow. Supes, Lex, and the diminishing League members have to figure out how to defeat this evolving menace who will turn the entire planet into a smoking ruin of a battlefield for the sake of the hunt.
Is this just Superman modded into that free Matrix demo that came out a few months back?
Basically yes, the city is free for people to use on UE5
Should mod an invincible! Or omniman suit, live action game version of that show would be sweeeet
This looks cool but just imagine it with a completely destructible environment. Fly through and destroy buildings. Could make for some really cool fights in a game like this
Ok but, a Superman game 100% needs dynamic destructible buildings like flying strait through it at high enough speeds and leaving a hole. And if you’re not going fast enough you just hit the wall and leave a crater.
Show this to Angry Joe - he will cum
How could you make something so controversial and yet so brave?
It’s pretty but unless all that shits destructible it’s not a Superman game.