Insomniac Games: Are we ready for another Hulk game?
4. Dynamic and Introspective Gameplay
For an action game such as this, interactivity, open-world and gameplay go hand in hand. With TIHUD, the reason that game was successful is due to the fact the game designers had tapped into something key to the Hulk’s character. He is unstoppable and nigh-impregnable. The core elements, of course, were “unstoppable movement” and weaponization, the latter of which was one of the great highlights of the game.
One of the special moves, “Steel Fists,” was inspired from the game and was adapted to the big screen in The Incredible Hulk, the second entry in the early MCU from director Louis Leterrier and starring Edward Norton, Liv Tyler, Tim Roth, William Hurt and Tim Blake Nelson.
For all intents and purposes, the video game tie-in of the same name is a follow-up to the TIHUD game, but lacking in presentation. For instance, the setting of New York appear great in some areas, but unfinished in others. In addition, some of the animations were limited. It’s almost like the environment was preset to self-destruct that nothing less than a sports car being tossed over to a skyscraper will rock the entire structure to go under like a sinkhole.
For the next-gen Hulk game, the game designers and programmers must return to the character’s roots, and that is duality. Hulk, by definition, is Stan Lee and Jack Kirby’s answer to Dr. Jekyll and Mr. Hyde plus Frankenstein, more specifically Frankenstein’s monster. That means the human side, Dr. Banner, should contribute just as much as the monster. Although, what did not work in the first game is that the missions involving Banner were quite underwhelming due to their difficulty and their placement within the game being stagnant. What worked in tandem were the stealth-based elements.
The unique selling point is the idea of having the power of man and beast in the palm of your hand. As stated, this is where motion-sensing technology and VR are essential. What made Hulk in the MCU great is they explored the duality between Banner and Hulk. In the game, both the game designers and programmers have a chance to allow gamers to be along with the ride and for that incredible journey.
That means equally compelling game scenarios for both Banner and Hulk. For Hulk, they need to redefine his side of the game controls and the action moves, not just weaponization; perhaps use Hulk’s rare ability of gamma ray emission/energy manipulation in new and interesting ways. There are even other abilities from the comics gamers have not been able to use, such as underwater breathing, astral perception and more. A refining of the “leaping” mechanic would be a step in the right direction.
Banner is as much dexterous as the Hulk is formidable, so providing gamers access to be the Hulk’s more reserved and unassuming alter-ego will allow a contrasting dynamic during gameplay. Play upon Banner’s strengths, yes, he is a man of science, but he has been a fugitive most of his life. So he picked up deductive skills, combat and some form of concealing tactics to evade authorities. Though expand on the Banner missions. Not just for stealth missions, but explore the game like the minigames and side-missions away from the main game. Banner may not be Steve Rogers or Tony Stark, but he can use inventive skills to aid him in his effort. A little Banner tech or gadgets won’t do any harm.
However, there has to be a balance of fairness within the game; a trade of brains for brawn. Allowing players to become Banner and Hulk, eventually at will, though with the advantages and disadvantages of both may depend on the mission. This allows the narrative to be introspective, which brings us to our next aspect of the proposed Hulk game.