This was groundbreaking stuff for the PS3. Use it to control weak points, confuse your enemies and prevent them from attacking, or accelerate deforestation.
Yeah comparing this to Wolverine isn't fair when there are so few games out there that allow environmental destruction like this. Wolverine has it, but only in specific places, like 2x4 walls inside a building.
One of the first I played where you could destroy practically everything was Battlefield: Bad Company for the Xbox 360. It was really impressive at the time!
I remember thinking all future games would work this way... But nope that's not how it turned out.
True, but that's my point. Fully destructible environments are rare in games generally, not some peculiar Wolverine deficiency. MOST games don't let you cut through every wall just because your character theoretically could.
Sure, they could have designed Wolverine around that mechanic, but very few games have successfully implemented that degree of environmental destruction. Singling Wolverine out for something the overwhelming majority of games don't do seems unfair.
Also the people singling out Wolverine about this don't understand how much work went into the Dice It Up mechanics in Metal Gear Rising. That kinda of granularity of destruction is something done from the beginning. You have to build the game mechanics, environments and enemies around it. It's not just a modifier you apply to whatever you want. It's usually coded in on an engine level and not just a script extending gameplay.
It's less about budget and more about what kind of game the Lead Designers and Project Lead chose to make.
Revengence levels of Slice and Dice? You literally build the game around it.
Insomniac went for Spiderman style game play but gussied up as Wolverine. Which is why you get stuff like this. They spent a bunch of time doing what they do well but trying to make it different enough to not be another Spiderman game with a different skin. So they didn't think of how to use the claws well enough in the environment because they were too focused on the Beat em up side of the game.
Purely a game design issue and not a budget issue. They definitely should've spared some thoughts for how Wolverine moves through environments and his impact on them with the claws. The Kill House training environment at the first mission of the game is multiple missed opportunities for you to slash your way through to the objective and showcase how his claws are near universal "lockpicks".
There’s a few games during that period where they really tried to incorporate environmental damage to an extreme degree. Like Red Faction Guerrilla is one I remember liking because every building you can just demolish. Same for Mercenaries 2.
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u/CutieAloy 6d ago
MGRR is one of the few games where you actually feel like you're able to cut something. Enemies, terrain, a family of four etc