I figured this would be notable enough to show here.

DSP showed that no player input is needed to complete Wolverine's first motorcycle section. Considering he's the sort of guy this level of difficulty is made for, even he's baffled that he didn't need to do anything to clear the section.

The people who say the game is far too easy may have a point.

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[–] 103 points 1 month ago (4 children)

Now the real challenge - try failing the segment while controlling him.

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  • [–] 16 points 1 month ago (3 children)

    I wonder if you could just turn around and go the opposite way?

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  • [–] 4 points 1 month ago (2 children)

    I don't think that is rendered as one complete map, probably there is only a short buffer behind the MC.

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  • [–] 1 point 1 month ago (1 child)

    Maybe, but why wouldn't it be a whole map? I could see assets and entities despawning a certain distance behind the player, but tbh I'd have a hard time believing the entire level just unloads as you go through it.

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  • [–] 2 points 1 month ago

    I am not a dev and mine are only guesses, but once you have assets and entities disappearing, and the action doesn't make use of any shortcut strategy, isn't it simpler to turn the whole thing in a scripted sequence of some kind, like a QTE sequence?

    The encounters also seem to be very "episodic" in nature, so the moments in between could serve as loading/deloading moments.

    And it would prevent people from turning around and making the necessary design more complex.

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