Below is a series that I originally ran on 1UP in 2006. In it I proposed an original video game based on the Incredible Hulk. I called it "The Big Game Idea." Over a few weeks I described the graphics, game play, visuals, and plot from beginning to end, including bonus features. I made a few minor edits, but it is more or less exactly the same as it was almost 20 years ago. I hope you enjoy it.

The Fighting Engine: Mob Brawler
The next Hulk game should take advantage of next-generation processors by allowing for a massive number of characters on screen. Unline the opponents in popular mob combat games like Dynasty Warriors, Iron Phoenix and Ninety-Nine Nights these characters are not passive.

Be they government soldiers, mutants or monsters they do not stand around waiting for you to attack. They take the initiative and charge into battle. Even better they can "dogpile" on the Hulk and try to stop him with sheer numbers. The fighting engine takes on new characteristics when the Hulk has to defeat wave after wave and even layers of opponents jumping on him and trying to bring him down.

The Hulk has attacks that can clear mobs or target a single individual. When a mob tries a dogpile the Hulk can still move, roll around and throw opponents by the handful. The idea of layers of opponents over the main character was inspired by both Katamari Damacy and NiGHTS into dreams... Of course this concept is reversed as the Hulk has to fight to keep opponents from adding up.

Just imagine entering a battlefield where you are outnumbered a few hundred to one. The Hulk can shoulder tackle the first few dozen enemies and then can fight in any number of styles to clear the rest of the mob. The camera system is tied into the size of the mob and the speed in which the Hulk clears the enemies. Gamers that go into battle quickly will have the camera follow them shakey-cam style (see Gears of War when crouching and strafing), when the Hulk begins to down opponents in a frenzy the camera will pan back and give players an overview of the battlefield. The slower the fight the closer the camera is to the Hulk, and vice versa.
Gamers that like to juggle opponents with combos can do that. Gamers that want to use devastating wrestling moves on opponents can do that. Gamers that want to grab a giant boulder and throw it through the enemy ranks can do that as well. Gamers can use the Hulk's special attacks like the Thunderclap to send dozens of enemies flying, or his super attacks like the Gamma Quake to topple a hundred opponents.

All of the controls used in the mob engine apply to single, tougher opponents, like the boss characters. Strategy, of course, will be involved in defeating bosses. Next week I'll talk a little bit about the graphics engine and then get started with the main characters and plot.
If you got a chance to design a video game what would you do? Would it be licensed on an existing character, or be entirely original? Tell me in the comments section. As always if you enjoyed this blog, and would like to sponsor me
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