The Man of Steel has struggled to find his footing in modern pop-culture. For almost three decades now his greatest successes still remain in the medium that birthed him. The character is supposedly difficult to translate into a variety of artistic mediums in a manner that resonates with modern consumers, and in a manner that still honors his origins.
I believe that this perception is a self-fulfilling prophecy, however, a misunderstanding of the character that has evolved into a flawed, easily accepted notion that "Superman is just difficult".
He's not difficult. He's terribly easy. And perhaps that's why we've felt a need to turn him into something he's not.
The Internet Age and the GroupThink it inspires has clouded our judgment with this character and allowed us to forget what's so great about him.
Despite the financial success of Superman's latest incantation in the Man of Steel, the film is terribly divisive and, arguably, misses the mark when it comes to tapping into the natural joy and wish fulfillment inherent in the Superman character. It is a dreary film (both in look and subject matter), that approached Superman as a character in desperate need of a gritty overhaul. The filmmakers went to great, transparent lengths to distance their version from all previous "Boyscout" representations of Superman in order to appeal to today's supposedly pathos-seeking moviegoer.
As a result, it is a blatantly superficial film indistinguishable from any other current summer blockbuster, and the hopeful and fun icon is reduced to an angsty brute in midnight-blue tights. The truly exciting, inspirational nature of the Superman character (which in no way needs to veer into sentimentality or sappy Americana anachronisms) has been completely abandoned in favor of flashy special effects, big muscles, and uneven psychological examination.
As a fan of the character, and someone who desperately wants him to be realized in a universally appealing way that is in no way influenced by the fleeting dictates of a self-obsessed culture, this current iteration troubles me and I fear that Superman's greatest characteristics will be lost on future generations.
I believe such an approach as Man of Steel is not only resultant from misunderstanding the true worth and value the Superman character has for society, it's resultant from a misunderstanding in why most people like comic book characters and go to see comic book movies in the first place; joy.
Beyond all the potential angst, commentary, and religious allusions the Superman character allows, he is, at his core, pure wish fulfillment.
Where Batman represents everything that we are and desperately want to avoid, Superman represents everything we desperately want to become, but never will.
He takes on the magical attributes of flight and super strength that almost every child dreams of attaining. His real-world origins and initial appeal comes from child-like wonder, goodness, altruism, and kindness - such themes Richard Donner, Mario Puzzo, and Christopher Reeve understood.
The Superman character, by the fundamental nature of his construction, simply doesn't belong in a shadow-filled, blue-tinted, angry movie with quick cuts, neck-snapping, massive catastrophes that aren't addressed for the horrors that they are, and a decidedly miniscule amount of hope.
Certainly Superman can be approached from a mature, dark, and psychological perspective, but that should never come at the expense of the character's benevolent, powerful soul and the hope and joy his existence inspires.
In Superman's latest dark-reboot transformation, something beautiful and universally appealing about the character has been lost in the name of "seriousness", and both filmmaker and movie goer never seem to consider that lots of screaming, death, destruction, and darkness is not synonymous with "depth" and "quality".
People today are not averse to the positivity, joy, and moral righteousness of Superman. They're averse to the cheesiness associated with his past, and feeling as though the character is rubbing his goodness in their face. That's all. They don't want him to be obnoxious. They want him to be tough and strong and capable without saying trite things or behaving like a "goody goody". The cheesiness is what needed to go, not the pleasure, not the wish fulfillment, not the altruism and the selflessness of the character.
It is time to inject some hope back into Superman, to return him to his universally appealing roots whilst simultaneously making him pertinent to modern audiences.
If Superman is fundamentally about joy, goodness, morality, happiness, and wish-fulfillment as I contend, then he is best suited for the medium founded on the same principles.
Superman belongs in a video game.
it is not actually a problem!
What if we simplified our approach to the character?
If the gameplay is good then the inevitable limitations and contrivances that get in the way of a player's ability to "do anything" as Superman simply won't be a problem anymore. It's important to remember that there hasn't been a Superman game with fundamentally good gameplay. The lack of good gameplay is the most basic reason for the lack of a good Superman game, not necessarily the limitations placed on Superman in such games.
People didn't think Batman would work in a game either, and that's because the essence of the character wasn't brought to life in a game that actually played well.
Put Superman in a game that actually functions, looks good, and feels good, and people will love it, inevitable limitations and all.
And this is why Rocksteady has proven themselves the best studio to tackle the Man of Steel. They put limits on Batman in Arkham Asylum, and yet you never feel those limits. They understood the fundamental abilities of The Dark Knight and how to make players feel like Batman. It is in creating that feeling that the success of a Superman game lies, and a good writer and good designers with open minds could easily realize this elusive dream.
How do you make players feel like Superman in an inevitably limited open-world Metropolis?
Superman, the man, wouldn't randomly blow up a building, fly to the center or the earth, or even fly to the edge of the galaxy simply because he could. There would need to be a reason for all of those actions and that reason would be dictated by altruism.
The same could very easily be achieved with Superman, albeit in a larger, more open Metropolis.
The Fortress of Solitude
Batman: Arkham Origins makes use of this cutscene/loadscreen transition when players use the Batwing to get from the Batcave to various points in Gotham, and there is never a break in one's persistent sense of being Batman.
Superman's most recognizable and most enjoyable ability is flight. While those ever-present naysayers argue that Superman's speed can't possibly be captured in a game, and that he'd be able to zip from one side of the map to the other too quickly, I contend that we should remind ourselves of not only who this man is, but how fun actually works.
A good Superman game will offer the very best motion-capture available, and watching the Man of Steel naturally shift arms as he banks in the sky, watching his cape flap wildly in the breeze, and seeing him transition from the ground to the sky in explosive, exciting animations will go a long way in capturing the essence of the character. Small graphical and technical touches like leaving small craters in the concrete when he lands and feeling the controller rumble with every step he takes subtly engender the experience with a uniquely Superman feel.
- THE SUPER POWERS AND HOW THEY WORK -
It's important to remember that Superman does get tired. I don't suggest there be any arbitrary meters of any kind. In fact, there shouldn't be any HUD whatsoever in a Superman game.
These subtle "limitations" placed upon Superman's abilities should be woven into the story and made explicitly clear from the get-go: that he is not an all-powerful god, but an alien who requires energy, and that there is a correlation between how much energy he takes in and how much energy he can exert. Establishing this logical connection between the sun and Superman's power, not necessarily limiting him, but contextualizing and grounding him in a recognizable relationship, would go a long way in addressing the many issues people have with the character's powerful nature.
Actually seeing Superman gradually grow tired and downtrodden after having endured great hardship establishes a strong link in a gamer's mind between themselves, the events in the game, and the Man of Steel. Such a system is not unlike the gradual wear and tear Batman's suit takes in the Arkham games throughout the course of the adventure, only this system wouldn't be purely cosmetic, and instead subtly influence gameplay.
Such a feature would also inspire sympathy for Superman, revealing that he is indeed affected by the constant altruism and goodness he shows Metropolis. This allows for interesting thematic issues to develop; the more selfless Superman is, the more beat-up and downtrodden he becomes. The more time he takes for himself, the stronger he becomes.
And so players are forced to deal with a problem Superman himself would naturally deal with - how do I balance my need to save all of these other people with my need to maintain my own health?
There needs to be an overarching narrative that cohesively unites the environments and side-missions of the game. As the Arkham games demonstrated, providing a coherent narrative where a single villain motivates the actions of the hero is key. That narrative could then be peppered with logical challenges and adversaries for Superman to overcome.
"Helping people" in games often results in incredibly obnoxious gameplay, however, and it's important to keep in mind what's fun about Superman when building side missions. Far too often side-missions in super hero games are not nearly as grandiose or satisfying as they should be, playing like nonsensical filler and reducing heroes to mere errand boys. The trick to making the aforementioned "rebuilding/helping" activities actually fun is in how they use Superman's power and in their presentation.
While Superman would certainly stop to help an old lady across the street, such an event should be an exception rather than the rule (perhaps an amusing way to get an achievement/trophy).
The foundation of Superman side-missions has to involve visitations to space, Smallville, and The Fortress of Solitude, as well as allow players to engage with Metropolis in an exciting, less passive way. Rather than filling the world with obnoxious obligations, designers need to create brief, thrilling adventures within the larger narrative that test the player's ability.
While runaway trains, falling planes, and burning buildings are old Superman standbys, even passé to some, implementing such events in a detailed, satisfying way through a mix of cutscenes, the use of Superman's specific abilities, and a brief, but strong subplot is far better than fisticuffs with mob bosses and purse snatchers on the sidewalk.
To discover these side-missions, various non-essential activities, and collectibles, players could fly up above the city and activate Superman's super-powered-hearing. Scanning the city below, players would be able to locate where crimes are taking place, where people are in need, and where help is needed just by listening to the world.
This, coupled with his superior vision, could even be reimagined as the actual map.
We are the problem.
The Superman character lends himself perfectly to modern video games (and any medium so long as he's actually written well and understood by the artists creating him), and it is only in our limited perspective and approach to the character that he seems ill-fit for the medium. So many video games have successfully provided gamers with a suit of empowering super-abilities and an environment tailored for the use of such abilities: BioShock, Crysis, inFamous, Assassin's Creed, and Batman: Arkham to name a few.
For the Superman character to work well in a video game, developers need to reimagine inherent video game barriers as natural extensions of the character's psyche and world instead of creating arbitrary limitations. And gamers need to be reconditioned from the start of the game to understand that they are becoming Superman, that Superman will not simply act as a vehicle for achieving their far-fetched whims.
Grounding the character in tangible relationships with his friends, his family, and his environments, populating his world with an assortment of exciting activities that highlight the character's altruistic nature and his relentless power will surely give players the Superman experience they crave.
Superman remains every bit as pertinent and significant to society as ever, he simply deserves to be handled with intelligence and care. He comes from a place of innocence a joy, and this must be embraced and appreciated for all other aspects of the character to flourish. He is unique in his morality and kindness, a comic book character that exists in a complex, but instantly recognizable human dream.
He deserves to be more than just another brooding thug that does things "on his terms". He is infinitely more fascinating as our adopted son, a friend who yearns to give thanks and is willing to sacrifice all for the betterment of all. This is a message that needs to be passed on to a new generation, a positive, nourishing notion that inspires imaginations, not frustrations. It is a message that deserves to be shared, and it has become more and more scarce in Hollywood's increasingly bleak comic book interpretations.
Being that videogames provide a level of interactivity and depth of experience unavailable in other media, and that both the Superman character and the videogame media originate from the same joyful, childlike need for play, imagination, and benevolence, there is no better place for the Last Son of Krypton to find his home, and for his enduring message of peace and bravery to thrive.
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