Showing posts with label fantastic four. Show all posts
Showing posts with label fantastic four. Show all posts

Friday, January 23, 2026

The Big Game Idea: All entries

I had a lot of fun revisiting my idea for an Incredible Hulk game. I did have a series written for a sequel, and I had even plotted out the third game, but never posted it on 1UP. I doubt that I will share those on this blog. But you never know. For those that missed the entries, or just want to read it beginning to end below is the entire series.

The Big Game Idea Preamble
The Big Game Idea: Final Cinema

If you could make a game based on your favorite comic book then who would you choose, and what type of game would it be? Tell me about it in the comments section. As always if you enjoyed this blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!

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Wednesday, January 7, 2026

The Big Game Idea: Level 6 Beginning - A 1UP classic from Oct 24, 2006

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.

Today we're getting back up to speed with the game idea. We are quickly approaching the end, let's hear what you think of this level.

CINEMA: The Maestro has the Fantastic Four beaten, he begins walking toward the fallen heroes."Nice trick Invisible Girl." The Fantastic Four disappear before the Maestro can reach them. He looks up to the sky and can see Franklin Richards hovering above.

"I took them away. I won't let you hurt my family any more." Says the young Franklin. He waves his hands and vanishes. Just then a giant boot kicks the Maestro through a skyscraper.

"The city has been evacuated Banner. There's no reason for me to hold back now." Giant-Man says as he begins running at the Maestro.

Level 6 Beginning
Location: New York downtown.
Objective: Defeat Giant-Man.
Learn: How to knock skyscrapers onto opponents.
Unlock: Classic comic book gallery
Level Design: We are finally in the heart of the Big Apple. We can actually visit the Baxter Building, home of the Fantastic Four, Daily Bugle, Timely Plaza and Stark Tower. In the distance we can see the Avengers tower, the UN and other famous comic book and New York landmarks. All of the famous comic book landmarks have automated weapons and shields protecting them. So if the Maestro tries to run up a building and demolish it he will be met with missile and energy weapon fire. This location is going to be the holding place for the Avengers as they make their stand against the Maestro. There are still soldiers stationed on the edges of the city along with field generators to keep the battle from going any further out.

Imagine the best portions of big city levels from other comic book games. What was it that you remember? The attention to detail? The reflections off of the windows? The weather and lighting effects? The scale of the buildings? Traffic and pedestrians? Well, except for the pedestrians, all of those things come back in this level. Some of the buildings have glass textures which simply refract light, however some skyscrapers have mirror textures that reflect the characters in the level, this little detail was missing in many super hero games but it's here every time the main characters run past these buildings.

Giant-Man starts off at 25 feet tall and over the course of the battle he doubles in height. Despite his height the Giant-Man moves and reacts quickly. Giant-Man moves much faster than Giganto by comparison. If he spots the Maestro on the ground he will run up and kick him. If the Maestro tries to jump at him he can grab him and throw him either into the ground or through a building. Giant-Man can even jump small buildings, climb larger ones and turn corners quickly while chasing the Maestro. The Maestro is only faster than Giant-Man when he is jumping away.

Similar to the fight against Giganto, the Maestro has to target Giant-Man's joints and take them out to slow him down and drop him. The Maestro can run up the buildings and bounce off of them for attacks. If the Giant-Man has his back to the player then the Maestro can jump at him without being swatted. Players learn that they can damage the ground floors on buildings and cause them to collapse in a direction. Combine these attacks to a fallen Giant-Man and the battle will soon be over.

As you can imagine this level is another one inspired by Shadow of the Colossus. The differences being the time in which it's set in and a giant of a boss that runs and reacts faster than any colossus in Fumito Ueda's game. How would you like to see Giant-Man chase the Maestro, swat him like a bug and taunt him the entire time? Or see him jump and climb skyscrapers as if they were ladders? I envision this level as turning into a fan-favorite as the camera stays tight on the Maestro but the target lock can scroll over his shoulder and allow us to spot Giant-Man in our peripheral vision, chasing us and smiling the entire time.

In the opening cinema we see Franklin Richards, he is the son of Reed Richards and Sue Storm. He is possibly the most powerful character in the Marvel universe. He has the ability to alter reality, others like the Scarlet Witch, Magik and the Phoenix have had similar powers and abilities. When Franklin matures he may surpass them all. While he was being trained to control his powers at Charles Xavier's School for Gifted Children, Franklin had some nightmares about the Hulk (Hulk Annual 97). The nightmares are a vision of the future. Sooner or later Franklin and the Hulk will have to cross paths in the comic books. However is this the last time we see him in the game?

What do you think about the Maestro taking on Giant Man in a downtown NY city? Tell me in the comments section. As always if you enjoyed this blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Monday, December 29, 2025

The Big Game Idea: Level 4 End - A 1UP classic from Oct 12, 2006

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 challenges for the game have gotten progressively harder. Do you think the challenges are logical? Does the progression make sense to you as a player? We have officially passed the halfway point of the game. I hope that you are not disappointed. Especially now that level four reaches it's conclusion.

CINEMA: "So much for family." The Maestro smirks as he stands over the defeated She-Hulk. Hercules is crawling in the background trying to prop himself up on a wrecked car. "A god? Hardly!" The Maestro turns and jumps away. In the air the Maestro suddenly comes to a stop as if hitting an invisible wall. He lands at an intersection. He sees the Fantastic Four flying in their Fantasticar.

"Hulk, this is Reed Richards talking. I am your friend. We're here to help you." Mr. Fantastic says as the airship hovers above.

"Incoming!" Ben Grimm, aka the Thing yells out as the Maestro leaps toward the Fantasticar and smashes it to pieces. Ben drops to the ground and prepares for battle. The Human Torch flies overhead as Mr. Fantastic and the Invisible Woman float down. The Maestro lands on top of a building and looks down, laughing.


Level 4 End
Location: New York City Downtown
Objective: Defeat the Fantastic Four.
Learn: How to target multiple opponents for combo attacks.
Unlock: Rampage power.
Level Design: The buildings here are taller than in the previous level. We can now see the skyscrapers nearby. If the Maestro tries to target lock and use his mega jump to stomp and opponent he will hit an invisible barrier every time. Instead he must fight on the ground while the Fantastic Four can take shots at him from a distance. Players learn to break open fire hydrants so they can find the Invisible Woman and hit her with a thunderclap. Once she is out the Maestro can cut loose on the remaining members.

Reed attacks with an assortment of high-powered weapons, if the Maestro can get his hands on him then he can use the elastic Reed as a whip against the other members. If the Maestro target locks and jumps at the Human Torch then he can grab him and try to bring him down and throw him like a fireball at his family members. If the Torch becomes white-hot he'll slip through the fingers of the Maestro and fly off. The Thing is very strong and can fight the Maestro with his boxing skills or throw cars at him with ease. The four combined can slow the Maestro down and allow the military time to capture him with their stasis beam. Add a few combat warden robot suits and tanks and this level is not very easy.
END OF LEVEL 4

This is why we introduce the "Rampage" power in this portion of the game. From this point on in the game both the Maestro and the Hulk will be able to reach a super powered status, above their already incredible abilities. If the player can land many multiple hit combos without being damaged and destroy a good portion of the environment then they enter a rampage mode where they do more damage with every hit, recharge faster from "Mega" attacks and heal faster when injured. This may sound unfair but remember that reaching this level of power is difficult to accomplish, most players will be able to beat the game without reaching a rampage status.


The rampage is difficult to build-up against single super-powered opponents. Which is why there are four super-powered targets on this level and four chances to build up the Maestro's rage. If the player juggles his attacks between the targets and doesn't concentrate on taking out only one then their rage builds faster. This counters most game design as players are taught to focus their attacks on one opponent at a time. This title is more about frenetic action and spectacular combat than traditional action games.

Next week begins the best comic book challenges ever committed to a video game. Tune in if you don't believe me!

Did you ever think you'd get to fight so many Marvel heroes in a game? Which is your favorite so far. Tell me in the comments section. As always if you enjoyed this blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Wednesday, November 27, 2024

Freeze frame, my poster collection, part 13…

In the previous entries I highlighted a couple of my favorite artists. Today I’m going to look at some posters / prints from Marvel studios. One of the biggest posters I have that hung on my wall featured the Fantastic Four. The family was one of my little brother’s favorites, and the art was by the absurdly detailed Geoff Darrow. In the poster you can see the Richard’s family taking on the Mole Man, and his minions. If you are a fan of intricate art I would advise you to pick up the books that Darrow illustrated for The Dark Horse books written by Frank Miller; Hard Boiled, and Big Guy and Rusty the Boy Robot.

This Guardians of the Galaxy print was actually a surprise. I was at the San Diego Comic Con, and my wife and I happened to be at the Marvel booth when a new Guardians book was being launched. We got the autograph from writer Dean White, and artist Ron Lim. I mentioned that my little brother clued me in to the work of Mr. Lim thanks to his work on the Silver Surfer, and the Infinity Gauntlet.

One of the boldest posters in my collection is a close up of Sabertooth, and Wolverine yelling at each other. The Hildebrandt brothers are amazing artists (RIP Greg) and worked on a card series for Marvel as well. You might want to track it down if you like this style of art.

Some artists were born to draw certain characters. In previous blogs I talked about how Dale Keown was born to draw the Hulk. I have the same regard for Mike Zeck. He could draw on any book, however his Punisher was unrivaled. I believe he used an airbrush on his covers, or in this case his posters.

The autographed Marvel Mania poster was sheer luck. My brothers were visiting Universal City Walk in LA. They just so happened to be there when they were celebrating the grand opening of the Marvel Mania restaurant. Stan Lee was signing, and all they needed to do was wait in line. Talk about a lucky break!

I actually had another, more colorful Punisher poster hanging in the room that my brothers, and I grew up on. Sadly it didn’t survive the flood in our old family garage. The same thing happened with a Todd McFarlane Hulk poster. I loved that poster because it showed that the “weaker” Gray Hulk was still strong enough to break out of the Vault, one of the most secure super villain prisons in the Marvel U.

Do you have any favorite Marvel prints, or posters in your collection? Do you have a favorite Marvel comic, or film? I’d like to read about it in the comments section. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Wednesday, October 2, 2024

A symmetry of villainy, part 1...

Hello friends, I hope you are doing well. Today I want to talk about great comic book rivalries. How they are put together, and what I think makes the best ones work. This topic was actually inspired by the return of one of my favorite Incredible Hulk villains. I’ll talk about who that is in a moment. Right now I want to focus on my theory of great rival design. It is a sort of follow-up to a blog I wrote ages ago regarding The Frightful Symmetry of Street Fighter. I argued that all great fighting game designs worked because there was a lot of symmetry in the development of their cast. In the early days of fighting games the main characters had a rival or balance. They were often presented as the Asian versus Western master of the fighting arts. Think of Ken, and Ryu from Street Fighter, or Paul, and Kazuya from Tekken. Then later on the library was expanded to make female counterparts to lead characters. I talked about this on The Legend of Blue Mary. If you were a budding comic book, video game, or storyteller then you might find it hard to come up with a great recurring villain. The easiest way to approach this was by creating an opponent that was a mirror rival to the hero. For example long-time comic book fans might argue that The Abomination was the greatest enemy of the Incredible Hulk. They might be right.

The Abomination was a gamma-irradiated villain that was bigger, and stronger than the Hulk. He was also intelligent, sadistic, and cruel. Whereas the Hulk was filled with a blinding rage, he was still a moral character that just wanted to be left alone. When they battled the Earth literally trembled. There were few forces in the Marvel Universe that could come between them, let alone try to stop them. Unless you had read a lot of comic books then you might not realize how the power scale worked between different comic books. The villains on a street level hero / anti-hero like the Daredevil, or the Punisher, were nowhere near as dangerous as the villains the Hulk comics. The Hulk had single-handedly taken on characters that the entire X-Men, or Avengers rosters were unable to stop. When the Hulk, and Abomination fought it was the western equivalent of a daikaiju battle, like Godzilla vs King Ghidorah. The best course of action was to evacuate the nearest city, and let them fight. Good or evil would triumph, and the survivors would have to deal with the fallout. The Hulk, and Abomination were an example of symmetrical design. Think about your favorite comic book rivalries, and try to recall how many were symmetrical in nature.

My favorite DC hero was the Flash, it was debatable if I liked Barry Allen, or Wally West as the Flash more. Their greatest rival was also symmetrical in nature. The Reverse Flash was among the most dangerous opponents in all of DC canon. Eobard Thawne hailed from the far future. He had made it his mission to travel through time, and destroy the life, and legacy of the Flash. In several continuities he had succeeded in this, wiping out the Flash, and all of his allies. Having a compulsion to destroy entire generations of characters was a scary thought. Knowing that few in the DC universe could stop the Reverse Flash including Batman or Superman, made having the Flash there to protect the universe essential. For comic books, and most pop culture storytelling making a rival be a perfect balance just made sense. However I would argue that the most interesting rivalries were when the opponents were not perfectly balanced. Let’s talk about asymmetrical rivals.

Superman was arguably the most popular hero in DC, if not all of comics history. When he debuted in 1938 he fought mostly low level villains. The gangsters, and petty criminals that most people saw in media. Through the years different creators starting making villains more unique, and powered as well. Once the atomic bomb had been used in WWII the power scaling in comic books jumped exponentially. This was especially true for Superman, and lead to the creation of the Incredible Hulk. One of Superman’s greatest opponents was a freakish mirror version with all the same powers known as Bizarro. While Bizarro had many memorable encounters with the Man of Steel there was one villain who was a perpetual thorn in his side. Lex Luthor was seen by most as his greatest rival. He was intelligent, rich, and calculating. Using his money, and influence to gain as much power as possible he was aware that Superman was the only person that could stop his ambitions. Despite not having any super powers he had brought Superman to brink of death time, and time again. Although Bizarro was a great opponent, it turned out that Luthor was the one that gave Superman the most trouble.

Batman was similar to Superman in that they fought opponents with comparable abilities. Whether it was strength, and martial prowess (like Bane), intelligence (like the Riddler), or fear (the Scarecrow) then Batman had an opponent that could challenge his individual abilities. It was a literal wild card that gave Batman the most trouble. The Joker was pure chaos. He was unpredictable, and nothing the Batman did could prepare him for the next encounter. The Joker did not have the fighting ability of the Batman, nor the ability to calculate his next move. He would often surprise himself with his random schemes, and thus ensure that Batman would be caught off guard as well. This type of character design, the ability to fill a world with both symmetrical, and asymmetrical opponents was critical to pop culture. It made the best comic book, tv, movie, and video game battles work. I would argue that with a few exceptions it was the asymmetrical foes that were the most important for the hero to overcome. This lesson was especially true in team settings. 

Think about the greatest evil organizations in comic book history. DC had the Legion of Doom which was created to battle the Justice League. The evil organizations were made up of rivals with symmetrical powers to the heroes. This type of design was also featured in a number of Marvel books. The X-Men fought the Brotherhood of Evil Mutants, the Morlocks, and the Reavers to name just a few. They were often composed of opponents that had asymmetrical designs as the heroes, but similar powers. This sort of balance went for a few other teams in the Marvel Universe as well. Most people were familiar with the Fantastic Four, but unless you were familiar with the comics you might have never heard of the U-Foes. This team recreated the same space flight that gave the Fantastic Four their powers through cosmic radiation. They even had brother and sister; Jimmy, and Ann Darnell. The duo of X-Ray, and Vapor mirrored Sue, and Johnny Storm. The respective Invisible Girl, and Human Torch. Yet again, unless you were a long time comic book fan then you might have never heard of these villains. By the same token if you were to poll casual fans, and comic book fans as to who was the greatest enemy of the Fantastic Four were they would often point to Doctor Doom.

Victor Von Doom was an individual gifted with absurd levels intelligence, a creative mind, and an affinity for the magical arts. He combined the sciences, with the dark magics, and made for one of the most powerful villains in all of Marvel history. It was his unique blend of magic, and technology that allowed him to counter anything the Richards family could throw at him. It was this sort of asymmetrical design that made him a standout character, and able to be placed in a story that would work across the spectrum of Marvel heroes, and villains. He could one day be fighting against Dr. Strange, and the next be teaming up with him in order to save the Earth from a demonic invasion. The complexity of his design, and absolute resolve in his purpose allowed writers to put him in stories that were as fascinating for the villain, as they were for the hero. The creators at Marvel understood that the most memorable villains had nothing in common with the heroes.

I was lucky enough to have brothers that also read comic books, and we collected titles across the spectrum. We were well versed in the happenings all over the Marvel universe, and the DC universe to a lesser extent. One of the most fascinating rivalries was that of Iron Man. He was possibly my little brother’s favorite Marvel hero, next to Dr. Strange. While Iron Man did fight other armored warriors like Titanium Man, the Iron Monger, and the Crimson Dynamo none were as big a nemesis as the Mandarin. The magic rings that the Mandarin wore allowed him to fight Iron Man on a physical level, but also Tony Stark on a psychological level. People that were only familiar with the characters thanks to the Marvel live action films had no idea how many amazing battles the duo had. As the years went on I realized that being able to create asymmetrical rivals meant a lot to the longevity of a title. It also made me realize that when new creators were placed on a book they did not always understand the characters that they were writing for. I will talk about this more on the next blog. For now I would like to know if there were any great rivalries that you enjoyed. Whether in a movie, game, or comic book. I’d like to hear about it on the comments section. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Monday, February 4, 2019

The Marvel Contest of Champions Legacy, final part.

 

Designing fighting game characters was an art form. It was something that I had been studying a long time. For the past 20 years I had been writing about fighting games, specifically dissecting the Street Fighter characters by Capcom. On occasion I had also looked at the designs from Namco, Sega, Midway, and SNK. The majority of the studios were Japanese. I never had reason to bring up the comic book fighting games because they were not my cup of tea. This changed with the Contest of Champions. Kabam was doing a brilliant job adapting the look of 2D characters into 3D models. Their figures were dynamic, colorful, and easy to read. Essentially all of the things that audiences needed fighting game characters to be. The models captured the details perfectly, whether from the pages of a comic book, film, or television. The artists and modelers at Kabam were really doing the characters justice. The heavy hitters, like the Abomination, and Juggernaut had mass, and heft. The small agile characters like Ms. Marvel, and Spider-Man looked elastic, and flexible. The characters the studio created for the game were among my favorite looks for these icons. These were the designs I wish I had seen in animated, toy, and game form while growing up. The reverence for each character showed in the details that Kabam included. This hopefully put the (sometimes) rabid fan base at ease. If not they certainly won me over.


Little by little Gabriel Frizzera and the team at Kabam in Vancouver introduced new things into the Marvel Universe, and they were accepted by the community at large. Their respect for the various properties was tangible. They didn't introduce a new character, or a new Chapter without a reason. Every hero and villain dropped into the contest served a purpose. They all helped drive a bigger story. Kabam had earned enough trust from Marvel to begin putting their own spin on the multiverse. They even created a few new faces in the process. The first of which was Civil Warrior. In the comic book story arc Dark Reign there was a star-spangled version of Iron Man, known as the Iron Patriot. In the absence of Tony Stark this armor was actually piloted by Norman Osborn aka the Green Goblin. Kabam presented an alternate timeline where Steve Rogers killed Tony Stark. Riddled with guilt he donned the metal armor and took on the identity of the Civil Warrior. Having both the Marvel, and Kabam originals be playable characters, each with their own library of moves and abilities was inspired design. It demonstrated the level of commitment that the studio had with the game.


Not every multiverse character featured in MCC was so serious, some were decidedly out of left field. An alien Symbiote infected Peter-Parker during the events of the original Secret Wars. It replaced his tattered costume, and covered him in a black and white mesh that enhanced his strength and abilities. He kept the new look for a while after he returned to Earth. He eventually tore away from this alien, and it stuck to Eddie Brock who was a rival of Peter Parker. This was when they became Venom. In the MCC there were timelines where the symbiote didn't end up with Brock but instead went to Wade Wilson, better known as Deadpool. Venompool was an extreme party animal, but also a dangerous fighter. Again, having moves in MCC that were all his own. The most bizarre multiverse hybrid happened when Howard the Duck, inter-dimensional detective, gained the powers from the symbiote. Venom the Duck was a servant of darkness, and easily the strangest looking fighter in MCC.

 

It took much more to making a mobile game than filling the roster with fan-favorite characters. The game had to be balanced, no particular class of characters could have an overall advantage. This meant months of tweaking, updates and roster changes. The control had to be simple, and accessible. It had to be something simple to pick up but difficult to master. There had to be an object to playing over, and over again. A series of in-game rewards, daily missions, and more kept people engaged. It also had to to require some skill and strategy to play. Even without using the familiar Marvel characters that was a tall order. Any fighting game, let alone a mobile game, could be undone by the slightest oversight. If a studio spent too much time on the graphics while sacrificing game play then it showed. Fighting game aficionados were a fickle bunch. They wouldn't support a title that was poorly made. There were hundreds of fighting games that had come and gone in the past 30+ years. Few had been as successful, or had lasted as long as MCC. The majority of the survivors were created by Japanese studios, this was one of the few franchises created in the west.

 

Great fighting games also featured eye catching stages. Most of the levels in MCC had to be spectacles, like the remains of a Celestial in the deep cosmos. This site was better known as Knowhere from the Guardians of the Galaxy. MCC had gorgeous stages by the boatload. They were pulled from the various comics, live action films, and television shows. New audiences could identify the places in the Battlerealm that were pulled out of a movie screen. The Avengers Tower, the location from the first Avengers film was one such place. It was breathtaking when it was illuminated at night. Players almost expected Tony Stark to walk on to the helipad with a drink in hand. Then there was the golden throne on Asgard. Formerly occupied by Odin. Audiences could see ornate filigree carved on the throne and columns. Giant banners swung in the breeze over polished stone floors. It was a stage truly worthy of a king.

 

Long time fans were surprised to see classic locations also make the transition to 3D. Those that had grown up on the X-Men comics knew about Asteroid-M. It was an enormous planetoid floating near the moon, it had been pulled into orbit by Magneto. He used it as his base of operations, and treated it as a sanctuary for the persecuted mutants of Earth. This place was central to the original X-Men pilot cartoon. It was also used as levels in arcade games by Capcom and Konami. Then there was the Astral Plane, a nexus of magic users often visited by Dr. Strange in the comic books. Seeing this in game form left me giddy. Spreading out the locations for the Battlerealm across the different franchises worked in the favor of Kabam. The studio was not limited to a specific movie, timeline or event. It had room to grow and that was what excited me most about the future of MCC. The universe was completely wide open to them.


Kabam was celebrating four years with the Marvel Contest of Champions. This celebration coincided with Marvel regaining the rights to the X-Men, and Fantastic Four (FF) movies. A good number of mutant characters were already in the title, but the Fantastic Four were notoriously absent. All of this changed at the end of 2018. The Silver Surfer appeared in a trailer and teased their return. Over 2019 new Chapters were planned for the game. Each was supposed to bring back one of the four. January saw the introduction of Ben Grimm, aka the ever-lovin' blue eyed Thing. Who was next would be anyone's guess. Perhaps it was Reed Richards "Mr. Fantastic", or his wife Sue Storm "The Invisible Woman", or maybe even his brother-in-law Johnny Storm "The Human Torch." Gabriel Frizzera and Kabam weren't saying.


The Fantastic Four had always enjoyed some notoriety in comics. They were also the ones that helped lead the charge against two of Marvel's biggest bad guys. Dr. Doom had not appeared in MCC either. There were many timelines in the multiverse where he was the supreme ruler of the world. He was a brilliant scientist, and master of the dark arts after all. Imagine someone with the scientific brilliance of Tony Stark, and the magical abilities of Dr. Strange. He was also underused in cinema for too long, but would undoubtedly get his due in a video game. Having the Silver Surfer in the trailer also hinted that he would be a playable character at some point in the future. And if the Surfer was planned for the game then it also meant that his master Galactus, the "Devourer of Worlds" would not be far behind.

From this point on the game could only grow, and evolve. As long as Kabam continued to explore the Marvel universe there was no telling how long the series could continue. I eagerly waited to see what they had planned this year and beyond. If you want to find out more about this game make sure you pick up Marvel Contest of Champions: The Art of the Battlerelam by Paul Davies. It will get you caught up to the events thus far. Do you have a favorite character or team from this game? What were your favorite comic book games? I'd like to read about it in the comments section! If you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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