What was Doctor Doom up to during the Annihilation Wave? How would the master of Latveria react to an invasion of this magnitude to his doorstep? This was the first question we’ve asked ourselves while tackling the design of our second DLC for Marvel Cosmic Invasion. We knew players demanded a mode promising a lot of replayability.
The idea was to offer something that would mix a perfect combination of classic Beat Em Up combat and an evolving mode that brought a new angle and some unique challenge to the genre – something that would perfectly accompany the addition of the two new playable characters: The Invisible Woman and Doctor Doom.
Doom’s Castle Doomstadt seemed like the perfect candidate for this combination.
It was obvious to organize the new game mode around the duality of Reed Richards and Doctor Doom. Through voice-overs, the leader of the Fantastic Four guides the heroes through their ordeal while Doom mocks their efforts to invade Doomstadt. This notion brought us the idea of creating gauge mechanics.
As Doctor Doom’s brand new Cosmic Inductor charges up with energy to give him massive power, a Siege Gauge charges up each time the heroes get bested by enemies within the halls of Castle Doom. But every victory yields batteries charging up a Stabilizer, stalling Doom’s progress. We thought this theme and core gameplay enhanced the classic experience of the main campaign by tackling uncharted design territories and giving more ways to interact in the midst of the combat with new equipment, new power-ups, strategies and player decisions that can change the course of each run in a matter of seconds.
Source link







