Seven Ways To Make A Better Deadpool Game

By Kyle LeClair in Comics, Daily Lists, Video Games
Friday, July 12, 2013 at 6:00 am

3. Even out the Difficulty

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So as mentioned, Deadpool has a simple and effective Arkham-esque combat system. It also has a main character not afraid to gleefully pull out all the stops when it comes to disemboweling all his enemies in the name of entertainment, and who has unbelievable regeneration and healing powers as well. So with all of that, how can you have the game provide a proper challenge?

Well, High Noon evidently thought the answer was pretty simple: Just bombard the player with as many enemies as possible at once! And give some of them guns, projectiles, and general attacks that can easily strip away one's health in a second! Because that's the same thing as providing a proper difficulty curve, right?

So yeah, the game tends to be full of moments where you can easily rack up a 100-hit combo on a group of enemies one moment, then just a half-minute or so later immediately find yourself getting gangbanged by a hail of gunfire and energy blasts that forces you to teleport away or run around in circles while you wait to regain health, which is naturally one of the least Deadpool-esque things you can do. The game is full of cheap moments such as these, including one that killed me and let me continue, but wiped me out a mere five seconds after respawning back at the last checkpoint with the same crew of one-hit death-dealers. Unbelievable but true - these things can happen.

The worst part? The game's final chapter, where after mowing my way through about forty or so mutant henchmen and three boss mooks, I got killed in a matter of seconds after stepping out into an open area thanks another sudden boss mook with a chaingun and his trigger-happy friends. And the game sent me back to the last checkpoint, which was WHEN THE WHOLE FUCKING BATTLE BEGAN. So that was another fifteen minutes or so I had spend killing the same damn enemies I've killed countless times before over and over, just for a chance again at making it to the end. Christ on a bike, was that a controller-smashing moment. Of course, maybe there would've been room for a better difficulty curve and the designers would...

2. Make the Game Longer and Less Linear

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Okay, I realize Deadpool's comics don't exactly contain the same amount of depth, integrity, and complexity as some of Marvel's recent bigger event comiiiHAHAHAHAHAHA, yeah, I couldn't get it all out either. But that being said, there's really no excuse for Deadpool being a mere eight-hour game at best. Not even being able to repeatedly bitch-slap Wolverine over and over could stretch this kind of insanity out to the proper length it deserves. The game has a good chunk of cheerfully crazy and fun moments, but they're all over too quickly, leaving a short game that just has you wanting more. Hell, I'm hesitant to actually post the launch trailer here, since it essentially gives away a good chunk of the game.

Not helping is a complete lack of collectibles, secrets, Easter eggs, or any other reasons to go in any direction but forward, so all the already unimpressive levels do is railroad you from one fight scene and/or setpiece to the other, with very little in between. You can try collecting bonus DP Points for the game's (unimpressive) update system, and if you do shoot for trying to max out every weapon possible, the whole thing's still going to be over in a blink. So how do we fix this issue? Well, maybe the solution is to...

1. Take the Whole Shebang Open-World

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You know, I can't help but feel that Deadpool has more than a few similarities with the recently-released Capcom game Remember Me, in that both are third-person action games with a ton of great ideas and potential, but are greatly hindered by their linearity and have plots, concepts, characters and worlds that just feel like they really want to be in an open-world format (that said, I do heartily recommend Remember Me, but that's another story).

One Marvel video game that's always seen as the gold standard is Spider-Man 2, largely because just being able to swing around New York between story mission and look for new challenges and places to explore is just plain damn fun (well, except for retrieving that fucking kid's balloon over and over). And wouldn't it be sweet to do the same thing with Deadpool? The game already teases you with this kind of stuff, as the opening in Deadpool's apartment allows you to interact with everything in his place. Cook metric tons of pancakes, promote yourself on the internet, make phone calls to your co-stars and harass them...it all goes a long way towards building Deadpool's world, but after that? You really never do anything like it again.

Deadpool is a game that benefits from moments of inspired lunacy, fun activities, and interactive moments that provide more moments of hilarity, but just doesn't have enough of them. Maybe with a huge hub world to explore, allowing you to pull off side missions and contracts, and just giving DP more stuff to gleefully dick around with, the endless waves of enemies and combat wouldn't feel like such a chore. So I say set this chimichanga-scarfing soul free, and let him loose in the type of Saints Row: The Third-esque playground he deserves. After all, when you have copious amounts of C4 on you, just using them to blow open a mere door seems like kind of a waste.

So I say to Deadpool: Take this advice to heart, prep another two tons of dynamite, call up High Noon again. Tell them you have a peaceful, sensible plan for the game you really need...or else.


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