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Does Spidey's Web-Swinging 'Make You Feel Like Spider-Man'? | Game Maker's Toolkit

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    It seems like the biggest compliment you can
    pay the new Spider-Man game on PlayStation
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    4, is that it makes you feel like Spider-Man.
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    Seriously, there are loads of reviews that
    contain that exact same line.
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    And what they mean is, if you’ve seen a
    Spider-Man film in the cinema, then you’ll
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    have an idea of how Peter Parker moves, fights,
    and swings about - and playing the game will
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    capture that exact sensation.
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    But actually, a lot of games work like this.
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    Especially big console releases.
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    Because games promise us a fantasy, and say,
    pop this in your Xbox and you’ll get to
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    feel like an assassin.
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    Or a World War 2 soldier.
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    Or a cowboy.
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    Only, the fantasy isn’t promised through
    a Hollywood movie, but instead the marketing
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    for the game.
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    Like the picture on the front of the box.
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    Or those flashy CGI trailers they play at
    E3.
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    For example, this Titanfall 2 video shows us
    the fantasy of being a nippy, trickster soldier
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    who jumps over enemies, uses gadgets to fool
    his foes, and can jump into a big mech to
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    wreck shop.
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    The gameplay then delivers on that fantasy,
    and effectively uses its mechanics to make
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    you feel like the bloke on the box.
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    But the question I want to ask is: how easily
    should that fantasy come true?
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    Look at Hitman, for example.
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    The CGI trailer shows Agent 47 as a perfect
    assassin.
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    He kills his targets without ever being spotted
    and then escapes into the shadows.
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    But boot up the game itself and most first
    attempts will see you screwing everything
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    up like a big bald idiot.
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    It’s only when you learn the level, master
    the stealth system, and put in a bit of effort
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    that you’ll be able to live out the fantasy
    promised by the game’s snazzy marketing
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    campaign.
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    And maybe that’s the right way to go, because
    if you give away that fantasy too easily it
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    can ring a bit hollow.
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    That’s what happened with the combat in
    the Batman: Arkham games.
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    This is a really simple fighting system where
    you just need to tap the punch button over
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    and over again, and Batman will magnetically
    snap to enemies, pirouetting all over the
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    place like a goth ballerina.
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    And if you hit the counter button at any point
    during the generous timing window, the Dark
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    Knight will deck his enemies with ease.
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    Sure, fights look appropriately cinematic
    and the game makes you feel like Batman - but
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    when you don’t have to exert all that much
    effort to get there, doesn’t it feel a bit
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    patronising?
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    This is not the case in the combat for Spider-Man,
    which has a lot in common with the Arkham
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    fighting system but is a fair amount more
    demanding, and a lot less forgiving.
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    Spider-Man has lots more moves and unlockable
    skills, and can juggle enemies in the air
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    like you’re playing Devil May Cry.
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    Plus, Spidey doesn’t snap so magnetically
    to enemies when you punch.
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    Enemies gang up on you, making dodges and
    counters harder to pull off.
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    They use guns and rocket launchers to attack
    you from afar, or while juggling enemies.
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    And they’ll even attack you when you’re
    in the middle of cool animations, like swinging
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    bits of the scenery around.
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    All of this means that, for a while, you probably
    won’t feel all that much like Spider-Man.
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    You’ll look like a bumbling fool, getting
    bonked on the head by street punks, fumbling
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    finishing moves, and just sort of punching
    thin air.
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    It’s only when you get better at the combat
    that you’ll actually be able to dance around
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    goons like Spidey does in the movies.
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    So the combat in this game doesn’t make
    you feel like Spider-Man - but it lets you
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    feel like Spider-Man, if you’re skilled
    enough.
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    Getting to live out the fantasy is actually
    a reward for being good at the game.
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    Web-swinging, however, is quite different.
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    It is, to be fair, a pitch perfect recreation
    of the swinging you see in Spidey movies.
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    Right down to the animations, to the sound
    effects, to sense of speed, to the fact that
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    the webs actually connect to buildings instead
    of, like, the sky.
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    It absolutely makes you feel like Spider-Man.
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    And it’s just really satisfying to swing
    around the city.
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    But it also comes very easily.
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    Starting a swing in Spider-Man is as simple
    as holding down R2 when you’re somewhat
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    close to a building.
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    Which, in the densely packed metropolis of
    New York City, is just about anywhere.
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    You will then enter a swing, and and can choose
    when to let go: either when you’re just
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    coming off the down swing if you want speed,
    or when you’re barreling up towards the
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    sky if you want height.
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    You can also jump out of the swing, with X,
    for more speed and height.
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    But it doesn’t matter too much when you
    exit the swing because you have so much control
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    over Spider-Man in the air, that you can easily
    set-up the next swing to go anywhere.
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    For example, if you whip the camera left,
    you can make a sharp turn and start swinging
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    down a street to your left.
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    There are also some other moves you can use
    while traversing.
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    The web zip gives you a quick blast of forward
    momentum, and is a cheeky safety net if you
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    end up in one of the few places without buildings.
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    Zip to point lets you snap onto any spot indicated
    by a circular symbol, and you can then leap
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    off again with a well timed hit of the X button.
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    And you can also do air tricks, to build focus
    and experience points.
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    This whole system makes it almost effortless
    to put Spider-Man where you want him, either
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    by abusing that ample air control to move
    Spidey around like a drone, or by forgoing
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    web swinging altogether and just using the
    zip to point system.
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    And you can certainly read that as a positive.
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    Or as the game making life just a bit too
    easy.
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    It’s very different to, say, Super Mario
    Odyssey where getting Mario to the right spot
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    means reading the level layout, chaining together
    the right actions, and moving with absolute
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    precision.
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    And because it’s quite tough, it’s immensely
    rewarding when you get it right.
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    Spider-Man requires far less of the player,
    giving you a lot less satisfaction.
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    And even if you do screw up, the game is extremely
    forgiving.
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    There’s no fall damage whatsoever, and no
    reward for staying in the air - unlike Insomniac’s
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    last open world title, the spicy Sunset Overdrive,
    where you’re given style points and safety
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    from zombies if you manage to stay above ground.
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    There’s also no reward for getting close
    to buildings like in the addictive Superflight,
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    where your score ticks up as long as you’re
    in spitting distance of a wall.
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    And if you hit into a skyscraper in Spider-Man,
    it’s no big deal.
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    You don’t bonk off like in Mario Odyssey:
    you just instantly transition into a wall
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    run.
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    Which might slow you down, but not massively.
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    And who really cares when the game so rarely
    asks you to swing with speed or with precision?
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    You’re either just bumming around in the
    open world, or doing main missions that are
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    so rarely about swinging: they’re much more
    often about beating up goons, or doing rubbish
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    stealth bits.
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    Okay, okay, there are some good missions about
    swinging, like this stage where you’re infected
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    by Scorpion and have to stay above ground
    at all times because Peter thinks the floor
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    is poisonous.
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    That’s an awesome mission.
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    And in this fight against Electro, you’ll
    need to carefully swing around buildings while
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    shooting at power transformers.
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    I like that one too.
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    But more often than not, missions will be
    like this one: where there’s no need to
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    be fast and catch up to this helicopter quickly
    because the game won’t let you latch on
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    until it’s made sure that you’ve seen
    these cool explosions first.
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    Now, it’s not impossible to make a game
    where web swinging is a bit more technical,
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    requires a tad more thought, and isn’t quite
    so forgiving.
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    Web swinging, after all, is basically just
    a grappling hook: a mechanic we’ve seen
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    in lots of games, from Uncharted 4 to Titanfall
    2, and so there are plenty of examples of
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    games that have played with this mechanic.
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    Take Bionic Commando, for example.
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    This po-faced shooter is generally pretty
    dire but the grapple hook gameplay is surprisingly fun.
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    Like Spider-Man, you can hook onto buildings,
    and then swing off at the right time - but
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    what makes this game more interesting, is
    that in this post apocalyptic wasteland, grapple
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    points are much more limited.
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    Meaning that finding a route across a level
    is a tiny puzzle you must solve, and reconnecting
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    to grapple points in mid-air is an actual
    challenge.
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    You’ve got to position yourself near to
    a viable point - as indicated by this cursor
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    - and at the right angle to keep your momentum
    going.
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    Plus, toxic goo and bottomless swamps stop
    you from touching the ground, and certain
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    hazards like enemy snipers force you to move
    quickly from point to point.
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    Then, there’s Overwatch, where the recently
    added character Wrecking Ball - actually a
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    hyper intelligent hamster in a robot orb - can
    use a grapple hook to latch onto bits of the
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    environment and swing around.
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    This one’s really interesting.
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    You don’t have very much control over the
    ball when it’s swinging or in mid-air, because it actually
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    acts like a heavy physics object attached
    by a rope.
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    So you’ve got to be much more precise about
    your speed, position and angle of the initial
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    hook, to get where you need to go.
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    Also, there’s zero automation on the grapple
    hook point.
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    You’ve literally got to aim and shoot with
    a cursor, which makes latching on at speed,
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    or in mid-air, a real challenge.
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    And finally, as the character’s name implies,
    this hero becomes a literal wrecking ball
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    when in motion and you can cause great damage
    to foes if you swing into them.
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    This is very different to Spider-Man, which
    often has a distinct divide between swinging
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    and combat.
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    Though, the boss battle with Scorpion and
    Electro finally lets you use both at once.
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    I also enjoyed the first-person game A Story
    About My Uncle.
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    In this one, a goofy magnetic glove pulls
    you towards objects, but can let go at any
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    time to keep that momentum, and continue flying
    forward.
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    This is especially fun with moving objects,
    that can really propel you like a graviational
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    slingshot.
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    You also have a limited number of grapples
    in mid-air so you have to plan each landing
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    carefully, and puzzle out your route before
    you take off.
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    A subtly different take on this idea crops
    up in The Free Ones.
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    I’m this game you can latch onto wooden
    panels, and drag yourself in, like a hookshot
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    from the Zelda series.
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    But at any time you can hit jump to detach
    your rope and spring yourself forward.
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    Chaining together these moves in mid-air makes
    for some exhilarating gameplay.
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    Though, a little slowdown might be nice, when
    trying to click on those panels at top speed.
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    Now these ideas might not work for Spider-Man.
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    Spidey doesn’t have a finite number of webs
    that get replenished when he lands, like in
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    A Story About My Uncle.
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    The New York City we’ve seen in every Spidey
    movie is a tightly packed metropolis, not
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    a ruined wasteland like in Bionic Commando.
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    And Peter Parker is a lithe, athletic figure
    - not a 500 kilogram lump of metal like Wrecking
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    Ball in Overwatch.
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    And so to go against those facts would, actually,
    break the fantasy that Spider-Man is promising.
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    But I reckon there’s lots Spider-Man could
    have done to make web swinging more challenging,
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    while still delivering the fantasy promised
    by all those movies.
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    And other Spider-Man games have toyed with
    more technical web slinging.
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    The Amazing Spider-Man 2 had a cool idea,
    to have webs come out of Spidey’s left and
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    right hands, when you hit the left and right
    shoulder buttons.
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    It doesn’t really affect much - you have
    so much air-control that you can turn left
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    even after swinging from the right - but that
    could be interesting to explore.
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    And in Ultimate Spider-Man, webs draw Spidey
    closer to the building he latches onto, so
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    you have to swing from side to side with a
    bit more rhythm to stay in the middle of the
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    street.
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    Again, it’s very subtle, but it’s something.
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    Plus, Spider-Man could definitely integrate
    swinging and combat more closely, like Sunset
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    Overdrive, which has a whole combo system
    that encourages you to fight zombies while
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    bouncing off car bonnets and grinding on power
    cables.
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    At the end of the day though, it comes down
    to how much gamers want to work to fulfil
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    their fantasy.
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    Spider-Man’s web swinging could absolutely
    be as mechanically complex as keeping a combo
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    going in Tony Hawk’s, or chaining jumps
    and hat throws in Mario Odyssey, or speed-running
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    in Mirror’s Edge.
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    But it’s clear that Insomniac wanted the
    system to be effortless to pick up, and the
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    developer specifically chose to avoid things
    that would break your flow, saying...
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    BRYAN INTIHAR: “One thing we talked about
    is we didn’t want to stop players.
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    We didn’t want to, like, face-plant.
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    We wanted to just keep your momentum and flow
    going.
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    He’s eight years being Spider-Man, he’s
    fine-tuned his traversal, so you slam into
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    a building and you just keep running up it”.
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    So perhaps Insomniac was right to keep the
    more technical side of web swinging to optional
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    content, like these bomb diffuser challenges,
    where you’re graded on the time it takes
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    you to get between different points.
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    Or these missions, where you chase a drone
    and have to swing through big blue targets.
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    Your first go will be abysmal, just like a
    first stab at a Hitman mission.
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    But learn the route, steer around buildings,
    and chain in different moves, and eventually
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    you’ll score a gold medal and, yes, feel
    like Spider-Man.
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    It’s similar to how Super Mario Odyssey works:
    you only need simple jumps to finish the game,
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    but advanced manoeuvres will score you secret
    coin stashes, let you skip bits of the level,
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    and help you win later missions like golden
    Koopa races.
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    Unfortunately, these Spidey sidequests will
    uncover how finicky the physics can be, and
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    reveal how leapfrogging from building to building
    with the point launch is often much faster
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    than normal swinging, and it will also show that the skill
    ceiling of the web swinging is still pretty
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    low compared to other traversal based games.
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    But it’s better than nowt.
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    And, while I would have loved to see a more
    in-depth web-swinging system, similar to the
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    stuff in Overwatch and The Free Ones, I guess
    if you buy a game called Spider-Man, most
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    players just want to feel like Spider-Man
    the second they press start.
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    What do you think?
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    Leave your thoughts in the comments below.
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Title:
Does Spidey's Web-Swinging 'Make You Feel Like Spider-Man'? | Game Maker's Toolkit
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Video Language:
English
Duration:
13:14

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