Radioactive
Civilian
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These are some pretty cool concepts
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The Amazing Spider-Man DLC Swings to PSN Tomorrow
Well be launching four Amazing Spider-Man DLC packs on the PlayStation Network tomorrow, starting with the Stan Lee Adventure and Rhino Challenge, as well as two new packs The Lizard Rampage and Oscorp Search & Destroy. In deciding what new content would interest fans of the game, we realized the only thing that could compare to playing as the webhead himself was to let players step into the shoes of other notable characters: The Lizard, Rhino, and my personal favorite, Stan Lee. Plus, you can also fight crime within cool retro-arcade inspired mini-games through Spider-Mans in-game smartphone. Heres what you can expect from each of the DLC packs coming your way. Read More.
Lizard and Oscorp packs sound interestingGood news everyone!
Sucked? Especially? Sucked?The best thing was honestly in SM1 the game, with Goblin as a playable character. Free Roaming as Harry in SM3 just sucked, especially since he was stuck on the damn glider -__-
Will be interesting to see Lizard's free flow moves.
Speaking of free flow, I don't know if it did something to watering down boss fights, but if it did I don't want it in a later installment
If they can make it fit awesome boss fights though, I'm willing to give it a try
Lizard and Oscorp packs sound interesting
Stan Lee and Rhino packs are meh
Sucked? Especially? Sucked?
No, it did not suck, and I had to play a hacked save to play as Harry
This is an interesting thought that I've thought about myself.
I guess it's the first thing one would think, having some pretty uninspired boss fights in AA with Bane, Joker and Ivy. Same thing when you compare a non-free flow game like SD with ASM.
However, I don't think it's that easy. I don't see why a free flow combat would make any difference if the boss battles are well made. The reason why the free flow combat didn't work well in boss fights in ASM is because of Spidey's repeated right kick all the time which made it all look very ugly. It really didn't feel like free flow but something worse than regular combat.
If you go back to AA again, Rocksteady already explained that the reason was that they made the boss fights almost last in the development process and therefore weren't thought out and given enough time. I think it's the exact same reason why the boss battles suck in ASM. They had so much new to focus their work on: free flow, free roam, new designs, an entire city, all the process of getting the story and have all parts be happy etc. I just think boss fights weren't in Beenox's interest as much this time as in SD because there wasn't time enough.
The boss battles were simply lazy in design. They were all about the same. A boss battle should have brawls for sure, but also be a bit puzzeling, with some special moves added just for that boss fights to make it feel unique. I think that had SD had free flow combat, the boss fights would have been just as good. You shouldn't have to just press square all the time against a boss and vary it with some triangle to dodge now and then and eventually win. You should have to take cover and hide behind stuff, find out different ways to get past obstacles, take use of your environments in attacks and so on. If you implement things like those in a boss battle, you wouldn't even recognise anything bad about the free flow combat. If designed well, the free flow combat would even make it look much cooler.
So...no vigilante suit??
Vigilante suit comes with the Lizard DLC
It comes out on Tuesday.
That right kick is the only move I don't like in combat in that gameThis is an interesting thought that I've thought about myself.
I guess it's the first thing one would think, having some pretty uninspired boss fights in AA with Bane, Joker and Ivy. Same thing when you compare a non-free flow game like SD with ASM.
However, I don't think it's that easy. I don't see why a free flow combat would make any difference if the boss battles are well made. The reason why the free flow combat didn't work well in boss fights in ASM is because of Spidey's repeated right kick all the time which made it all look very ugly. It really didn't feel like free flow but something worse than regular combat.
If you go back to AA again, Rocksteady already explained that the reason was that they made the boss fights almost last in the development process and therefore weren't thought out and given enough time. I think it's the exact same reason why the boss battles suck in ASM. They had so much new to focus their work on: free flow, free roam, new designs, an entire city, all the process of getting the story and have all parts be happy etc. I just think boss fights weren't in Beenox's interest as much this time as in SD because there wasn't time enough.
The boss battles were simply lazy in design. They were all about the same. A boss battle should have brawls for sure, but also be a bit puzzeling, with some special moves added just for that boss fights to make it feel unique. I think that had SD had free flow combat, the boss fights would have been just as good. You shouldn't have to just press square all the time against a boss and vary it with some triangle to dodge now and then and eventually win. You should have to take cover and hide behind stuff, find out different ways to get past obstacles, take use of your environments in attacks and so on. If you implement things like those in a boss battle, you wouldn't even recognise anything bad about the free flow combat. If designed well, the free flow combat would even make it look much cooler.
Looks interesting, but I wouldn't raise my hopes high
Here's a link from Amazon. Have you looked on websites like this or do you not live in the U.S.? Because the link below is the U.S. website and maybe it just hasn't been released in your country yet.Is there a link to a offfical release or something? I don't doubt you but I haven't been able to find ANYTHING like that.