Man of Steel Review
Punch-drunk Superman
Man
of Steel is not a great game by any means, but its primary failure is
in a lack of understanding of how to capture the experience of being
Superman. This version of the last son of Krypton is not the
aspirational ideal for humanity, the self-sacrificial allegory, or the
adaptable charmer. He’s a brute through and through, whose problems are
merely a series of things to punch. In terms of a repetitive
rough-and-tumble brawl, Man of Steel delivers reasonably well... but we don’t see Superman actually save anyone.
To its credit, this game adaptation of Zach Snyder's
Superman reboot does accurately capture the film’s fight scenes. Rather
than a cohesive sense of plot, the sequence of missions boils down to a
series of similar fights against a parade of Kryptonian goons – with an
occasional appearance from a named movie character, naturally. The
punches land with force, the concrete crackles with the momentum of a
take off, the surroundings crumble like matchstick houses as the titans
fight, and excellent sound design backs it all up. The problem is that’s
all it does, over and over, for hours.
The story does contextualize itself slightly, through a
series well-produced motion comics that summarize the broad strokes of
the film’s plot, along with a few added elements to justify more
punching. The self-serious tone matches
the fight sequences, but they were more colorful and splashy than the
game itself, and I enjoyed the visual break.
Battling Zod’s seemingly endless series of soldiers might
be more enjoyable if the fighting portions didn’t seem intermittently
engineered for failure. Since you spend XP on upgrading your abilities
and character attributes, enemies are regularly balanced to outmatch
you. Dodge speed, in particular, became a rough patch late in the
campaign – pressing the prompt with plenty of time to spare still
resulted in damage due to Superman’s slow dodge speed. The fights then
became a dull, monotonous chore as I was forced to grind for XP to
progress. Fun as it may be to hear masonry shatter when you send a
superpowered foe crashing through a brick wall the first time, it loses
some effect after several dozen more times.
I’d also be remiss not to mention that the story, as of the
time of writing, is unfinished. The central conflict around Zod doesn’t
have a proper ending, with the final stage simply promising it will be
continued. One update added an extra stage, so Zod should be coming
along with another update eventually. That extra stage is actually one
of the more inventive of the whole set, using familiar tropes from the
rest of the stages in a new way. It functions more like a puzzle than an
outright fight, and if stages like it had been mixed throughout all of
Man of Steel, it would have done wonders for the pacing.
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