Marvel Spider-Man - title

I'm a pretty big Spider-Man fan in general. I watched the cartoons and the movies, and I play the video games as they come along, but I've only actually read a few dozen individual comics. I did, however, play the shit out of all my Spider-Man action figures as a kid! I do, however consider myself to be a Spider-Man game aficionado.

When I'm out in public, I often imagine myself web-swinging to get around. What would I swing from? Are those lampposts close enough that I could swing from one without face-planting on the pavement? I also often wish that I could hang upside down from the ceiling when I'm bored or waiting for something. As such, I pay very close attention to the way that Spider-Man moves in video games, and the quality of a given game is usually predominantly determined by how elegantly it handles movement.

Like a streak of light, he arrives just in time

The traversal mechanics and physics of Insomniac's Marvel's Spider-Man are fluid and work solidly. They just aren't particularly interesting or challenging, and they aren't really as expressive as I would like. It basically boils down to "hold R2 to go somewhere". It's pulled straight from Assassin's Creed's parkour system, except that holding the same button allows you to transition from rooftop parkour to web-swinging without any effort or thought. There's a few modifiers and variations that you can perform, which add a little bit of freedom and expressiveness, but it's not much. You can web-zip to perch points, hold circle to move around the corners of buildings while wall-running, and you can jump and dive to gain speed. These things help you get where you're going faster, but you could just rubber-band the R2 button and left stick, set the controller down, and you'd get to where you were going eventually anyway.

Insomniac was inspired by Assassin's Creed's "hold R2 to parkour" traversal system.

To Insomniac's credit, however, the web-swinging physics seems much more accurate than any Spidey game since the landmark Spider-Man 2 movie tie-in on the PS2 / XBox. Webs do seem to genuinely connect to objects in the environment (whether they be buildings, lampposts, trees, or so on). The only exception that I'm aware of is when you double-tap X to zip forward. I never use this move, however, because of how it cheats the physics so blatantly.

The environment is also much more detailed and populated. Buildings have more varied geometry with lots of ledges and poles and towers for you to zip to, you can parkour over cars when running in the densely-packed streets, and the map is dotted with construction sites and road work that gives you additional locomotion options and helps make the world look and feel lived-in. Spider-Man also has a lot of contextual movements in the environment that helps keep movement fluid. He'll web-zip from fire-escape platform to fire-escape platform when ascending buildings, he'll pirouette through narrow gaps, he'll swing around poles, and so forth. In general, the animations are all exceptional, and the traversal mechanics feel really good.

Spidey transitions seamlessly from web-swinging to wall-running to contextual "spider-parkour".

Spinning webs, any size

Despite the physics being generally solid, I do feel like the game occasionally cheats to make it work. Webs sometimes seem to grow in length when attached to certain objects, and the player (and therefore Spidey) can overcome the force of gravity through sheer force of will. This allows Spider-Man to swing greater distances than he should when swinging from buildings or trees that aren't considerably higher than Spider-Man is, and for him to avoid falling into the side of a building when he continuously swings from the same side of the street. All Spider-Man games have struggled with finding ways to allow him to move around in Central Park and along the coastline. These little cheats are common ones for developers to implement, and Insomniac is no exception.

Webs seem to reliably connect to something in the environment.

To that end, I'm going to say something that might get me flamed by the internet: I think I maybe actually prefer the web-swinging concept of Beenox's Amazing Spider-Man 2 movie tie-in game.

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Amazing Spider-Man 2 game - title

After 2012's Amazing Spider-Man tie-in game presented some interesting ideas, I was really hoping that Beenox would have an opportunity to take the things they'd learned and apply them to a new, stand-alone Spider-Man game that would not be constrained to the plot and release schedule of a film tie-in. Sadly, that hasn't happened yet, and we have a new movie tie-in game that suffers from almost all of the problems associated with a movie tie-in.

Once again, Beenox was smart enough to know better than to follow along with the movie's asinine plot and opted to write their own side-story. Unfortunately, this one isn't as well written or as well presented as the previous game. It could have been a good story, but plot is clumsily-executed, and the associations to the movie only drag it down further.

Amazing Spider-Man 2 game - oversized Kingpin
The Kingpin is comically (and ridiculously) oversized.

The bulk of the story is based around Wilson Fisk (the Kingpin) using rising crime rates as an excuse to deploy his private anti-crime task force in New York city. His company partners with Oscorp (who supplies the task force with its tech), and sells the task force to the public as a way of stopping crime and ending the vigilante justice that has plagued the city. But secretly, the task force is really out to destroy rival crime bosses and give Kingpin a monopoly on New York's organized crime underworld.

There's another secondary plot about hunting down the serial killer Cletus Kasady, who is killing criminals. This plot is only barely tied to the Kingpin thread, but it takes center stage during a large chunk of the second act of the game, and almost seems to become the main story - almost as if the writers couldn't decide if they wanted the game to be about Kingpin or about Carnage.

Amazing Spider-Man 2 game - web-swinging
Web-swinging uses pseudo-physics that requires more active involvement from the player.
It's more rewarding than the prevoius game, but still not up to the level of earlier Spider-Man games.

Aside form a couple obligatory super villain boss fights with Electro and Green Goblin (Harry Osborn), the game has very little relation with the movie on which it is supposedly based...

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I saw on NFL Network earlier today that there is apparently some controversy regarding the following play at the end of the New York Giants / Tampa Bay Buccaneers game on Sunday, September 16th:

After the game, during the handshake, Giants coach Tom Coughlin was apparently irate with Buccaneers coach Greg Schiano regarding this play, shouted at him the whole time, and almost walked away without shaking hands. The folks on NFL Network were even talking about the possibility of the league taking action against the Buccaneers and possibly even changing the rules somehow to prevent this sort of thing.

What a big baby!

The Buccaneers are trying to win the game! That's the whole point of playing. They are trying to force a mistake that will give them an opportunity to get the ball back and score.

I guess the Giants just didn't want another "Miracle at the Meadowlands" to spoil their game.

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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