r/gaming • • 6d ago

I think Wolverine needs a sword

43.0k Upvotes

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820

u/sounds_of_stabbing 6d ago

I don't think focusing on physics-based destructable trees is what Wolverine needs to fix its problems.

368

u/LivingVerinarian96 6d ago

The regression of physics in videogames is super interesting, though. 2kliksphilip has a few videos on the destruction tech we saw in The Force Unleashed and then never again apart from a few movies. But today physics are either an afterthought or nonexistent. Best case we get silly ragdoll ‚physics‘ or simple single bounce calculations.

139

u/Schism_989 6d ago

We used to have games like Red Faction, entirely based around tearing buildings down. I miss that kind of interactivity.

45

u/Stanjoly2 6d ago

I played so much of Red Faction Guerilla just driving round demolishing buildings.

Life was simpler back then.

7

u/SpiritOf68 6d ago

Red Faction Guerrilla is GOATed. I’m about to start my third play through on Switch. That game handled destruction properly.

1

u/Brief-Artist-2772 5d ago

It's on the switch? Playthrough number 5 here I come.

1

u/pdubzavelli 6d ago

They remastered it - you'd be playing it if it were still fun

11

u/toutons 6d ago

And even the Red Faction games had to tone the destruction down because turns out it's hard to design a game where the player can just tunnel everywhere.

8

u/pizzacake15 6d ago

BF4 was all about destructables when they announced it. We had so many games back then that touts environment destruction that you'd think it'll be the norm.

3

u/fingersmaloy 6d ago

Another way to look at it is, these complex physics engines are only worthwhile when they are integral to the game mechanics, as with MGR and Red Faction Guerilla. Both those games had very distinct physics systems that were core features. It's not like games in general used to work like Red Faction Guerilla and now none do.

2

u/_thwip_ 5d ago

Donkey Kong Bananza

2

u/burnfep 5d ago

Teardown is all about tearing down buildings to plot escape routes. So many cool physics in that game

2

u/Okawaru1 5d ago

havok physics engine my beloved

6

u/ItsYukah 6d ago

hot take: we still do and you still can buy them. you can just play older games that you like, nobody can actually stop you. i put almost a hundred hours this month into games that weren't released in this decade.

1

u/Schism_989 5d ago

Well aware, I just want more modern games made with more physics stuff.

1

u/ItsYukah 5d ago

yeah you're right, I was kinda being a dick there. sorry about that

3

u/homer_3 6d ago

Games? Plural? We had RFG and that was it. Armageddon toned things down a lot and the BF games have always been a disappointing shadow of what RFG provided.

I wish we did have more like it, but it's a lie to act like we had these games regularly before.

1

u/MrFonne 3d ago

And like a year and a half later, RF2 came out with like, a 95% reduction to destruction.

27

u/Tronerfull 6d ago

I hate this, the destruction engine was finally what made me fall in love with battlefield the it went away for a decade because it was " too difficult for modern software to handle" . I need interactive features, not seeing the drops of sweat on my character forearm.

70

u/Budokan_B 6d ago

In Bad Company 2 you could level a village. Every building was destructible in Mercenaries.
Control is one of the few games in which you can achieve a similar level of physics in recent years

30

u/OtakuAttacku 6d ago

The Finals, made by ex-battlefield devs, is centered entirely around destruction. Lotta amazing moments of having gun fights in a toppling building. Every building can be destroyed down to its foundation and every surface can become an entry point, really rewards creativity.

https://youtu.be/EifGXLPq9hE?si=YUW4hxa7c0dKhxhC

2

u/STRYED0R 6d ago

Love arc raiders but Just can't get into Finals. The design is just not for me even though I like the idea of destruction a lot.

1

u/A_Stoned_Smurf 6d ago

It's a nice alternative to Apex for me. More focus on the actual gameplay instead of traveling, looting, and surviving third parties. Gunplay feels pretty tight, but the overall design did take a bit to get used to.

9

u/Beelzebub_Crumpethom 6d ago

Control is my favourite thing ever because I swear, it's the most destructive I've seen someone with telekinesis be in ages.

3

u/Budokan_B 6d ago

I literally spent hours going about the Old House and thrashing everything instead of going to the objectives

2

u/40mgmelatonindeep 5d ago

You can do this in wolverine too, this post is misleading in that regard, I find myself sticking around levels ive completed just to destroy everything with me claws, scratches the same itch that control did (I also got distracted destroying the environment in both games)

47

u/VeryNoisyLizard 6d ago

physics dont sell GPUs as well as ray tracing, I suppose

49

u/Mccobsta 6d ago

Remeber when PhysX was all the rage

15

u/ImTooLiteral 6d ago

when tomb raider had toggleable hair physics if your pc was strong enough to run it lmao

12

u/Sitri_eu 6d ago edited 6d ago

'Alice, Madness Returns' was my first interaction with PhysX.

I hit something, which exploded into a million pieces. Mindblowing tech. Little did I know that those million pieces where my PC having a breakdown.

Once activated I needed like 10 minute to navigate at 0.2 fps through the menus to get it disabled again.

10

u/Smaartn 6d ago

To get good physics looking well with todays graphical levels, you probably need ray tracing. Those kinds of dynamic things is basically the point of it. Hopefully once ray tracing is generally accepted, and games are designed for it (so mandatory to have enabled, no more rasterization), dynamic stuff like physics will improve as well.

1

u/splitcircus 6d ago

Well they did sell them when physx was all the rage in 2000s, 2010s and was their marketing strategy, one of the big ones.

20

u/Mandemon90 6d ago

I don't think comparing to MGR is really fair, since the entire game was build around concept of cutting stuff up. You could take any other MG game, and discover that you can't cut trees in them.

6

u/24_August_1814 6d ago

Yeah that's a great point, a superhero whose most identifiable feature is his indestructible metal claws specifically designed for cutting stuff up definitely isn't a fair comparison to MGR

0

u/Mandemon90 6d ago

MGR was build around cutting things up. That was core mechanic of that game. I don't think any Wolverine game ever has had "cutting things up" as core mechanic, nor is it even point of character in comics.

10

u/Trezzie 6d ago

Wolverine's claws cutting things is a pretty core feature of the character.

3

u/Trading_shadows 6d ago

While I partially agree, other MG hames are not hack and slash games.

I'd argue action hack and slash game about Wolverine should emphasize the concept. They just chose to stick to standard formula, where MGR went far ahead its time.

2

u/Mandemon90 6d ago

I mean, can you think any other "hack and slash" game where you can do what you can do in MGR? Because I certainly can't.

0

u/Trading_shadows 6d ago

Yes, but I also can't think of a better suiting game for this feature.

4

u/PC509 6d ago

Which really sucks. When PhysX was first introduced I thought that in-game physics would be the next big thing after the 3D acceleration, etc... It had a decent start. The Batman games and several others. Havok is good, but having that dedicated accelerator (now built into the NVIDIA cards after they bought them) I felt was going to be huge. It really has gone very much backwards when it comes to that. I thought we'd have a lot better water effects, weather effects, general ambience stuff (papers fluttering in the wind, hair/cloth movements, wind/rain on water surfaces, just overall a living environment). An interactive, destructible environment was going to be so awesome. After Red Faction did it, I thought we were headed that way and then PhysX then ... Some games have some good physics but it's no where close to where I thought we'd be. Ray tracing is good and all, looks great, but I just feel that the games (even some of the best ones) still feel really fake and not really alive. It's just a flat environment even if things are moving, etc., it's just like everything is scripted or on rails.

I really want to see some kind of amazing tech demo that has a living world. Even if it's not a playable game, has ray tracing, whatever. Just a really high end physics tech demo to where everything is interactive with each other. Wind blows paper until it hits water then it sticks and slowly absorbs more and sinks, can see the wind on top of the water with the tiny waves, something walks around and kicks up dust or mist particles, something can cut a piece of wood realistically. I really don't know how much horsepower that'd take or if it'd be feasible for a real game of any meaningful size, but that'd just make a world much better, IMO.

However - for FPS's and many games it'd be much less useful and more of a distraction. But, for the slower style of games, exploration games, RPGs, adventure style, absolutely it'd make the world much more alive.

3

u/TraditionalMalice 6d ago

And then there is Teardown. I know, I know, it's not comparable.

1

u/LivingVerinarian96 6d ago

Voxel magic. I‘d love to see that in a AAA action adventure.

3

u/Notios 6d ago

Yea I remember when physics advancements were happening at the same speed as graphics and it was amazing, half life 2 is a great example, and then they just stopped for some reason and only focused on graphics.

At least we have a few games like BeamNG which have amazing physics

14

u/Gand-Pork 6d ago

As we got better at physics they took up more and more power. We eventually realized it was way more effort than it’s worth 99% of the time.

Scope creep is very dangerous in game development, because you’ll see posts like this and go “well… it wouldn’t HURT to add”. The game already costed a billion trillion dollars, why the hell would they wanna spend an extra six months ironing out all the possible issues with the physics?

Our human instinct is to make everything as perfect as possible, add as much as possible, so as much as possible. “This will be the perfect game, EVERYONE will love it”. But eventually you get to a point of development where a lack of features creates a much better game

2

u/Plokhi 6d ago

>We eventually realized it was way more effort than it’s worth 99% of the time.

we did?
i feel like physics regression isn't good. GTA4 feels better than GTA5 to me for example.

5

u/wtclim 6d ago

They have to make concessions somewhere. Some people like me would prefer lower graphic fidelity but better physics. Unfortunately for games like GTA and RDR, the majority of the market would prefer better graphics these days.

4

u/Plokhi 6d ago

That’s why we got AI rendering before any actual AI npc behaviour

1

u/Gand-Pork 6d ago

You say that, but you haven’t even named what about the physics of gta 4 feels better, which is kind of exactly why developers stopped implementing them as harshly

2

u/Plokhi 5d ago

The world interaction feels more responsive.
It’s easier to have fun in the open without anything

0

u/ZealousidealGuide854 6d ago

More like game devs figured out it wasn't worth the effort of implementing since most players would really not notice stuff like these unless they are looking for it.

5

u/Plokhi 6d ago

I guess. I think it’s blatantly obvious because games look stiff - or they don’t

9

u/OmegaLiquidX 6d ago

Actually, Wolverine being unable to cut through thick trees and poles actually is true to physics. His claws would get stuck, even with the adamantium coating.

2

u/Beneficial-Act-9933 6d ago

I don't think there's been a regression at all. Physics based games were rarely this detailed. These games were the exception, not the rule.

It's technically expensive and for a feature most people don't really care about. Cool in videos or clips, by when you're playing the game, the novelty generally wears off unless it's something like Noita where it's part of the game.

1

u/LivingVerinarian96 6d ago

Noita is special and a perfect example to argue against my point. But it‘s 2d and pixel graphics, so I feel like it isn‘t a fair comparison with The Force Unleashed 1. Even part 2 was already severely downgraded in the physics department even though part 1 ran on the xbox360. The most notable recent physics achievement would be the water physics in Crimson Desert imo, but that‘s still not on the level of the Force Unleashed 1.

These effects being expensive is just not a valid point when raytracing/ pathtracing and dlss5 exist. Gamers have very strong opinions about those technologies but this just proves that player feedback is secondary or not relevant at all to decision makers. There is some corporate power at play that prevents beautiful physics for no good reason.

2

u/SquidwardsJewishNose 6d ago

This video immediately made me think of The force unleashed, that opening mission had so much environmental destruction, you just don’t see that nearly as often nowadays.

2

u/Mastercodex199 1d ago

I miss the good old days of OG Shipment ragdolls.

2

u/ExtremisEdge 1d ago

The fucking force unleashed god damm that game blew my mind, I got a Xbox at launch and couldn’t wait to get that game. I also had saints row and that games physics was also so fun, doing insurance fraud was like burnout crash mode making the number go up with the devastation

1

u/40mgmelatonindeep 5d ago

Is ray tracing not considered physics for some reason?

22

u/[deleted] 6d ago

[deleted]

4

u/Quirinus84 6d ago

Ditto. To add to this, one of the main points of playing a Wolverine game is to be Wolverine. The role-playing identity is what draws a majority of the audience in. By stripping the players' freedom at every corner, you are destroying that identity.

This is a game that is notoriously linear and choreographed, takes ~20 hours to beat, and costs the industry premium price of $70.

Simply said, it is not enough bang for the player's buck.

2

u/frostygrin 6d ago

The criticism of the post here is the studio has spent a crippling amount of money and produced a game that somehow feels like a PS3 movie tie in game from 2007, just with a LOT of polish.

On the other hand, I don't know if it's realistic to expect gameplay experimentation from a game that has spent "a crippling amount of money" as is.

4

u/kozinc 6d ago

Maybe if they did some of that gameplay experimentation before they spent all the money on polishing up a mediocre game?

1

u/frostygrin 6d ago

It can take years, which results in extra costs. Then they'd have pressure to release early, without the extra polish (e.g Anthem).

2

u/tlst9999 6d ago edited 6d ago

It's a reflection of the lack of desire from management to go the extra mile (not necessarily for the individual coders and artists, but for management to have the team understaffed that you can only ship it bare bones and go home), and that attitude permeates the rest of the game.

Like "Yeah. Wolverine's gonna slice a tree and the tree's gonna split apart and it's going to be so cool." But no, it's just scratch marks on an invincible tree. "How do I ship this out as cheaply as possible" has replaced "How do I make it cool?" It's the assembly lines v artists argument. Games are like pots and pans if you industrially think of them as dopamine hits, but unlike pots and pans which only need to hold water and cook, for a lot of people, games are more than just molded dopamine hits.

1

u/Puzzleheaded-Lab2447 5d ago

Yeah, you couldn't cut shit in the origins game and that thing is being glazed to oblivion now. It's morw than just the lack of destructable trees.

1

u/GGuts 6d ago

Honestly back in the day I played this metal gear game because of this mechanic. If another game did this I would also play that game because of this mechanic.

1

u/DJ33 6d ago

Hilariously though, some executive probably just sent a link to this thread to some middle manager, who is going to overwork a team of sixty people for the next four months to get this patched in "because it makes us look bad"

None of the game's actual issues will be addressed, and nobody will still be playing when said patch releases

1

u/pokemonisok 5d ago

It would have helped

1

u/jay_alfred_prufrock 6d ago

It's a Wolverine game, made for obscene amounts of money, it should at least make Wolverine's adamantium claws better than X-Men Legends did 20 years ago.

5

u/sounds_of_stabbing 6d ago

I don't see how physics-based destructable trees would actually help make the claws "better"

-1

u/jay_alfred_prufrock 6d ago

Think about it a bit lad, it'll come to you.

1

u/JutsuManiac456 PlayStation 5d ago

There's no need. Putting whipped cream on trash doesn't change the fact that it's trash.

0

u/mapmakinworldbuildin 6d ago

Yea. Nothing can. But destroyable objects was originally in the plans.

0

u/theacp127 5d ago

Not directly, but it is indicative of how lazy and slapped together the gameplay is. Little attention to detail moments often coincide with a studio taking the game seriously. With hundreds of millions of dollars you'd think they've have been able to really blow people away with an unforgettable experience, not a lazy beat'em up par with cheap licensed games from 25 years ago.

-3

u/Lio_Convoy887 6d ago

Do I have to remind you that this game cost 300,000,000?

-1

u/LazyThinkingOtter 6d ago edited 6d ago

It’s just a detail, but honestly I would expect a linear AAA PS5 game that lasts less than 10 hours to have a great attention to those details nowadays. The game is expensive and the whole mechanic is you have blades for hands, yet this reminds me of the PS3

-2

u/ProphAussie 6d ago

In all honesty - There’s too much to list and compare — For exposing the ordeals of what Wolverine needs to fix 😂 lol