WB Games Should Rethink Wonder Woman—A Metroidvania Is the Answer

WB Games Should Rethink Wonder Woman—A Metroidvania Is the Answer

The cancellation of Wonder Woman by WB Games feels like another missed opportunity in a long line of troubled superhero game projects. While we’ve seen many attempts to bring larger-than-life heroes to gaming, the biggest challenge has always been translating the sheer power of these characters into a compelling experience. Superman has struggled for decades to get a proper game, and now it seems Wonder Woman is facing similar difficulties. But what if the approach was all wrong from the start?

Instead of attempting a massive open-world AAA title with the Nemesis system—a concept that sounds amazing but is clearly difficult to execute—WB Games should have pursued a smaller, more focused project. Specifically, Wonder Woman should have been a Metroidvania.

Why Metroidvania Makes Sense for Wonder Woman

Metroidvania games thrive on exploration, progression, and skill-based combat. Wonder Woman, as a character, fits this structure perfectly. She has a deep mythological background, iconic weapons like the Lasso of Truth, and combat prowess that can evolve over time—exactly the kind of setup that would work well in a handcrafted, interconnected world.

This is not just speculation; we’ve already seen how a well-made Metroidvania can exceed expectations. Metroid Dread, for example, became the best-selling Metroid game of all time, moving over 3 million copies by December 2022. That’s a huge win for a franchise that, while beloved, has never been a massive mainstream juggernaut. If a relatively niche title like Metroid Dread can pull those numbers, imagine what a well-made Wonder Woman Metroidvania could do with a much larger IP.

The Financial Reality

Making a massive AAA open-world game requires years of development and hundreds of millions of dollars. WB Games has already had a rough track record recently, with underwhelming releases like Suicide Squad: Kill the Justice League and canceled projects like The Flash. Rather than swinging for another high-budget blockbuster, a mid-budget Metroidvania could have been a “marginal win”—something WB Games desperately needs right now.

Metroidvanias are among the hardest games to develop due to their intricate level design and mechanics, but they also have high revenue potential. An indie Metroidvania can be developed for anywhere between $50,000 to $500,000, while a mid-sized project with strong production values—akin to Prince of Persia: The Lost Crown—could be made for a fraction of what an open-world AAA title costs.

Ubisoft’s Prince of Persia: The Lost Crown is a perfect example of what’s possible. It’s easily the best Metroidvania since Hollow Knight, with fluid movement, engaging combat, and a stunning world. Yet, because it didn’t meet Ubisoft’s unrealistic sales expectations, we may never see another game like it from a major studio. That’s a shame, because it shows that even a large publisher can produce an incredible Metroidvania if they commit to the genre.

Studios That Could Have Made It Happen

If WB wasn’t willing to make this in-house, there are plenty of talented indie studios that could have created a phenomenal Wonder Woman Metroidvania:

  • Hadoque (Ultros) – Experts in vibrant, unique worlds and fluid exploration.
  • Thomas Happ Games (Axiom Verge) – Masters of retro-style Metroidvanias with deep lore.
  • DrinkBox Studios (Guacamelee!) – Known for fast-paced combat and humor, which could suit Diana’s personality.
  • Live Wire & Adglobe (Ender Lilies) – Skilled in atmospheric storytelling and emotional depth.
  • Team Cherry (Hollow Knight) – While they’re busy with Silksong, they’ve proven they can craft a masterpiece.

Or, WB Games could have assembled a team internally and given them a reasonable budget and timeframe. A Wonder Woman Metroidvania in the style of Prince of Persia: The Lost Crown could have been a two-to-three-year project instead of the five-to-seven-year behemoth that AAA games have become.

A Missed Opportunity

We may never know what Monolith’s original vision for Wonder Woman was, but given the challenges that came with its development, maybe it’s for the best that it never materialized. However, that doesn’t mean WB should abandon the character. Instead of chasing the next billion-dollar hit, they should focus on creating something smaller, tighter, and more achievable—a game that could turn into a sleeper hit rather than another high-profile failure.Because right now, WB doesn’t need another Suicide Squad disaster. They need a win. And Wonder Woman as a Metroidvania could have been exactly that.

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    Meet Sebastion Mauldin, the heart and soul behind Single Player Experience. As Editor in Chief, Sebastion brings his extensive gaming knowledge and deep passion for single-player titles to the site, offering personal insights, reviews, and commentary that resonate with gamers of all kinds.

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