

Rather, they stand still, waving their arms around like they’re controlling some Kinect or Wii title for as long as it takes me to trigger their next set of animations, before they’re either killed or just drop to the ground by the force of, I don’t know, the sheer, evil glare of these apparently vicious abominations. Suspension of disbelief can only go so far, especially in the superhero world, so viewers/players need foundations they can relate to - concepts that make sense to us from a basic human understanding of things, but the Amazing Spider-Man is void of these.Įarly on in the game, when your hand-holding on-rails section is coming to an end, you’re forced to believe that hideous, dangerous-looking half man, half animal creatures (like Rhino and The Scorpion) simply aren’t enough of a threat for the scientists handling them - cowardly nerds as I’ve come to learn over the years - to want to run away from. If Rocksteady can create a physics and contextually-correct system for Batman to fly glide through Gotham, then surely something can be done for Spider-Man and his city playgroundīut this brings me to another of the game’s greater shortcomings - real-world consistency. Have each trigger on the controller set-up as Spidey’s left and right arms, respectively, and then have them use web-slinging the way the title-character does.

Honestly, I don’t know why, in such a giant playground with giant buildings like Manhattan, the team didn’t attempt to craft a purpose-built physics system that required players to think like Spider-Man. There are issues with swinging directly into the side of a building where sometimes you’ll just turn 180 degrees and swing back in the other direction, or you’ll start running up the side of the building, but again, in the opposite direction you were going, adding immeasurably to the disorientation part of the game, which in closed spaces crops up much more than it should, let along outdoors. Web-slinging has gone back to its cloud-based roots from all those years ago where Spidey could apparently attach webs to thin air in order to get around. Navigating the city is also a bit of an oddity. There are distractions about the place, such as the 700 comic-book pages littered around the city, or the challenges offered by Bruce Campbell - aka Blimpy Boy - but they’re all a bit wafer-thin. So I jumped down into the thugs’ field of view where they reacted to my presence, but after I quickly removed myself from the scene they simply went back to staring, indefinitely, at their would-be target as he cowered just a few feet away. Unfortunately the game’s petty thugs are pretty damn patient, and nothing actually happened. I stood on a ledge above one of these crimes with no intention of stopping it. As you progress through the game, you gain the ability to listen in on police chatter so you can thwart petty crimes in back alleys, but honestly there’s no urgency here, or repercussions for non-action. The city itself offers no life, and despite all the cars and peds below, it all felt and looked quite orchestrated. But it also became very repetitive, very quickly.
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So surely the saving grace then is the moment you do get to finally swing around the city, free as a spider. Heck, they even have a similar sequence to the first time you see Killer Croc in Arkham Asylum (an awesome moment, by the way), only here it’s with Rhino, and while certainly on-message, the sequence didn’t help in separating what Batman is, and did, and what Spider-Man is, and should be. In Spider-Man though, the parallels are akin to a dog chasing a car. At least in the Arkham Asylum intro I could freely move Batman about and *sort of* interact with characters with dialogue that was engaging and on-point. Only that moment never came, at least not for another 20-minutes or so.

In fact the entire sequence, which took close to 10-minutes nearly broke the “Call to Action” element of the game, but got away with it because I knew what was eventually coming - the freedom to swing around Manhattan, unhinged and totally free as the Amazing Spider-Man. Remember that Joker walk-in scene in Batman: Arkham Asylum? It’s pretty much recreated here, only with a lot less purpose, freedom and engagement. That funny place is structure, because as an “open-world game”, Spider-Man does a bang-up job keeping you on-rails early on.
