The Amazing Spider-Man 2 The Amazing Spider-Man 2 Video Game Thread - Part 7

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Also, I can't lie, Beenoxs attention to detail on each suit is spot on. Really made all of the suits look amazing. No pun intended. Can't wait for the actual next gen spidey game hopefully they have the same suits or more.
 
The stealth in this straight up sucks. my god. What a god damn nightmare.
 
Also, I can't lie, Beenoxs attention to detail on each suit is spot on. Really made all of the suits look amazing. No pun intended. Can't wait for the actual next gen spidey game hopefully they have the same suits or more.

The suits are the best part about the game for me. They are great.
 
I was a bit disappointed with the "bluish" shading of the symbiote suit.
 
Despite my previous complaints about latest Spider-Man games, I decided to give it a try (so that my opinion wouldn't feel like just empty words without any real support). Well, now everyone here will probably again attack me stating that I'm too demanding or something like that but, man, just compare it with the first TASM: they're overall the same games! Right, it's not bad, gameplay seems to be nice, it's quite pleasurable, but after all this time we could see some more effort put in this product given its price. Its visuals, actions, combos, general concept - everything looks as if it is copied from the former game. They've tried to implement plenty of ideas which, as I can imagine, could work better if they had polished them. For example, this whole menace/hero system seemed to be a cool addition but eventually it turned out to irritate a lot of players (including me) since it doesn't let you feel free to swing around and forces you to make stupid and repetitive side missions all the time in order to not be chased by Task Force. If they are so fond of replicating features from previous games, they should have at least bring back the events system known from Spider-Man 3. As I recall, it gave us a lot of chances to get into action while travelling through the city without punishing player when he turned them down, though. Another clever (but undeveloped) idea is more expanded dialogue options... the problem is they have no practical point at all.

My biggest concern with Spider-Man games is that in most cases they appear redundant and forced. Each time, in regard to graphics or gameplay, I don't see them (Beenox) bringing something new and innovative into them. It would be nice if a different studio could come and take it over.
 
I agree with you Levsky, it doesn't have to be SuckerPunch or something.

Honestly, all we want as spiderman fans is SM2 swing mechanics and battle system with a few extras like web rush and more combos. Then you have your Aesthetic stuff as well.

If they can master SM2 over a decade ago, we should expect something BETTER now, and to be frank, Beenox are not willing to deliver it.

If we're ever going to get a good open world spidey game, it probably won't be a movie tie-in
 
It's not simply Beenox though. No one else delivered after SM2. Not even Treyarch themselves apparently from what I've been reading. Still haven't played SM3.
 
I agree with you Levsky, it doesn't have to be SuckerPunch or something.

Honestly, all we want as spiderman fans is SM2 swing mechanics and battle system with a few extras like web rush and more combos. Then you have your Aesthetic stuff as well.

If they can master SM2 over a decade ago, we should expect something BETTER now, and to be frank, Beenox are not willing to deliver it.

If we're ever going to get a good open world spidey game, it probably won't be a movie tie-in

Oh, I wish I had played console version of SM2. :( I heard so many positive opinions about this game but I have never had an opportunity to play it. Unfortunately, at that time I had only my old PC... and I would rather not remember how SM2 looked like on computers, lol. These ridiculous webs in every corner of the city are the worst thing that could happen to SM game.
 
It's not simply Beenox though. No one else delivered after SM2. Not even Treyarch themselves apparently from what I've been reading. Still haven't played SM3.

Really weird how rarely people seem to mention the SM3 game.

I can tell you that it's basically like SM2, except better looking, but with less stuff to do and slower swinging.

So, yes. Not even Treyarch, themselves, could outdo SM2.
 
Really weird how rarely people seem to mention the SM3 game.

I can tell you that it's basically like SM2, except better looking, but with less stuff to do and slower swinging.

So, yes. Not even Treyarch, themselves, could outdo SM2.

Yea we don't mention spider-man 3 because it was another major dissapointment after 2.

Ultimate spider-man came directly after spider-man 2 and while it was novel, and had a great look, the web swinging was majorly downgraded, which confused me, but I totally let it pass, because it wasn't a movie game, and it was pretty good overall in other areas.

I figured they saved the realistic web swinging for the movie tie ins. Then I get my hands on the SM3 game and it's really rather junky. I actually prefer the graphics of SM2 to 3. In 3 the human models look like monsters. Their fingers... My god lol.

Also There is no more two handed swing. There hasn't been since SM2. I'm not sure what they were trying to do with it. It was pretty glitchy and flat out boring, it definitely felt half hearted. Still, the web swinging in that game is better than ASM2.
 
IGN gave it a 5.4 out of 10. Ouch.
Major drop after a fine 7/10 for their previous movie tie-in

It's not simply Beenox though. No one else delivered after SM2. Not even Treyarch themselves apparently from what I've been reading. Still haven't played SM3.
Don't play it, from what I remember (something you said when you had anime Cyclops avatar) you don't like Spider-Man 2 as a game that much anymore, it's going to be very tough to enjoy Spider-Man 3
 
Is there a way I could legitimetely get SM2 on my PC these days or is it too far gone?
 
You don't want to get SM2 for PC. It's a kiddified version and not remotely similar to SM2 on consoles.
 
Well that sucks!

Honestly a HD remake of SM2 with absolutely no other changes would be so great
 
I don't want a game that 1:1 copies the SM2 web swinging. It's not realistic. I want a game that tries to top them all by adding proper physics based swinging. The webline has to be elastic with its own physical properties. Stop telling devs they should add the SM2 swinging, tell them you want realistic swinging instead with elastic weblines that don't clip through everything.
 
If devs can't even copy existing web-slinging mechanics, I very much doubt they'll be able to create realistic ones.
 
I don't want a game that 1:1 copies the SM2 web swinging. It's not realistic. I want a game that tries to top them all by adding proper physics based swinging. The webline has to be elastic with its own physical properties. Stop telling devs they should add the SM2 swinging, tell them you want realistic swinging instead with elastic weblines that don't clip through everything.

You miss understand. SM2 was realistic because of the pendulum effect at the bottom. Sm2 was also better with the screen blur and it successfully simulates the effect of going faster. And the SM2 system had a lot of realism. When you dropped from an incredibly high distance you lost health. The game didn't automatically save you which was added incentive to master the swinging. That's pretty realistic. I think it's dumb to ignore what worked. That's what Beenox has already been doing lol. It's time they actually bad attention.
 
If devs can't even copy existing web-slinging mechanics, I very much doubt they'll be able to create realistic ones.

And if they REALLY wanted to they could have already. I like the rumble effect but I think it makes more sense if the controller effects was broken down. If I'm free flawing light rumble like in ASM1. When I fire the webline there's an effect and when I manually press x at the bottom of the swing there's a more violent rumble and actual speed blur.
 
You miss understand. SM2 was realistic because of the pendulum effect at the bottom. Sm2 was also better with the screen blur and it successfully simulates the effect of going faster. And the SM2 system had a lot of realism. When you dropped from an incredibly high distance you lost health. The game didn't automatically save you which was added incentive to master the swinging. That's pretty realistic. I think it's dumb to ignore what worked. That's what Beenox has already been doing lol. It's time they actually bad attention.

Yes, it was nice for its time and one could argue that the speed boosting is better than the one Beenox has. Still doesn't change the fact that it's dated and would look stupid in a HD/realistic game. They have to create one from scratch with real world physics in mind, realistic weblines and animations + realistic acceleration/momentum. Copy/pasting SM2 swinging into a new game doesn't cut it.
 
Yes, it was nice for its time and one could argue that the speed boosting is better than the one Beenox has. Still doesn't change the fact that it's dated and would look stupid in a HD/realistic game. They have to create one from scratch with real world physics in mind, realistic weblines and animations + realistic acceleration/momentum. Copy/pasting SM2 swinging into a new game doesn't cut it.

Oh I agree. Don't get me wrong. I want them to SURPASS the SM2 system but I think a lot of the core elements of it should be there. :yay:
 
Oh I agree. Don't get me wrong. I want them to SURPASS the SM2 system but I think a lot of the core elements of it should be there. :yay:

Well I don't really see how anything from the SM2 swinging system should be used. Sure it was fast etc but nothing revolutionary. I'd rather have them combine the TASM2 swinging controls (both triggers for swinging) with a new swinging system. I'd love to hold both triggers for dual web swinging (and be able to shoot another webline while already swinging with the opposite trigger). I don't see how having a dedicated boost button adds to realism. The speed should come automatically with a proper web-swinging system when you automatically build up momentum.

The ONLY way they'll most likely be able to do a swinging system justice is with manual aiming of weblines. Imagine a web rush style slowdown first person camera where you can aim at a point, press R2/RT, shoot the webline there, turn to the left, shoot a webline there with L2/LT and then enjoy the swinging. But then there's the question, who wants to do that? It breaks the gameplay flow, is hard and tedious and most likely annoys everyone playing the game.

I doubt we'll ever get proper web swinging that is smart enough to emulate real swinging (because you don't just shoot a webline above your head, you are smart about your surroundings and e.g. aim directly infront of you near a wall so you can use the falling momentum to boost your swing -> TASM1 movie skydive as Peter, he aims to his right instead of his right ABOVE him to get an insane swingboost).
Wait for fully immersed virtual reality booths that put you in the game, that's when they'll be able to do Spidey 100% justice... :-/
 
Yea we don't mention spider-man 3 because it was another major dissapointment after 2.

Ultimate spider-man came directly after spider-man 2 and while it was novel, and had a great look, the web swinging was majorly downgraded, which confused me, but I totally let it pass, because it wasn't a movie game, and it was pretty good overall in other areas.

I figured they saved the realistic web swinging for the movie tie ins. Then I get my hands on the SM3 game and it's really rather junky. I actually prefer the graphics of SM2 to 3. In 3 the human models look like monsters. Their fingers... My god lol.

Also There is no more two handed swing. There hasn't been since SM2. I'm not sure what they were trying to do with it. It was pretty glitchy and flat out boring, it definitely felt half hearted. Still, the web swinging in that game is better than ASM2.

Wait... Are you talking about the PS2 version?

'Cause the "next gen" version definitely had two handed swinging, and had way better graphics than SM2.
 
The game is pretty fun. Pretty much meets my expectations for Spider-Man and Beenox games, which is pretty low. The webswinging is pretty fun and I've managed to do some cool things with it. It's pretty fun to Web Rush to an antenna on top of a skyscraper and push forward on the left thumbstick to keep the momentum going and then immediately go into a fast free fall. At the end of the day, this feels like the game TASM1 should have been.

I'll say the loading screens are absolutely ridiculous. What's the point of having events in the open world if you still have to sit through a loading screen to start and end them? The fun is in swinging along and then coming across a crime in progress and immediately helping out. You know, like the folks who built SM2 managed to do 10 years ago with the purple crime icons (the green icons meant you needed to talk to someone to trigger the event, sort of like TASM2). I'd be fine with some events needing an intro loading screen to set up a car chase or fire. But even then, all events should just end and then let you immediately swing away. Not force you to listen to the same newscast over and over. It's also really annoying that just landing near a petty crime will force you into that fight (and also trigger regular missions). That's just so ridiculous. Those simple combat situations at the least should be happening in the open world and allow me to ignore them or leave after I've initiated the event. And missions should be initiated by interacting with something, not just landing near a specific location. I just don't think Beenox has the technical ability to pull off what nearly every other open world game can.

I will say that even though the types of events aren't extremely varied, I do like the variety in locations for some of them. The police standoffs are cool and take place on different rooftops or different construction sites, some below street level and others in tall buildings. That adds a little bit of nice variety, and allows for a combination of stealth and combat.

The open world photo missions are even worse in this game than TASM1. They really shouldn't even be here. You just show up and take a picture of some static thing over and over. It's so pointless. At least TASM1 gave you 3 clues and made you hunt a little bit for them. Now you just find the CK symbol, the police detective or the 2 guys in suits and sunglasses standing blatantly still somewhere and snap a photo. So lazy.

I'm really liking the mechanic of using different triggers for different hands. I feel like it gives me a little more choice and variety in where I shoot a web sometimes. But this system needs to be blown out to its logical conclusion -- letting you shoot out a second web while you're swinging on your first. The speed boost should be moved to the Xbox "A" button like Web of Shadows had it. That's probably an underrated mechanic from that game, because it felt so natural to press the jump button to get a boost and then jump off your web when you let go of the jump button.

I still can't believe Beenox refuses to give us a sprint button for normal running and a useable jump. Part of the reason that Spider-Man 2 is so good is because it has more than just swinging. You can sprint across rooftops and charge your jump to jump over to the next skyscraper 40 stories up. That's exhilarating. If you miss, you still have several cool locomotion options to get where you want to go. Also, charging your jump and jumping up the sides of buildings was awesome -- way more fun than just holding a button to automatically run all the way up the side of a building. Sliding down buildings and jumping off (though kind of silly) was cool, and Web of Shadows even had a cool mechanic where holding the jump button near a building would cause Spidey to perch, then letting go let you jump off with some speed.

So these games really need to give Spidey some proper parkour abilities. I don't expect Assassin's Creed level of parkour (and Spidey doesn't need that), but they need to at least match Batman's running ability from Arkham City. I'd suggest having the jump button be the sprint button if you're holding it down and not releasing it (yes, just like Arkham City). Then when you release the jump button, you jump higher than just a simple press of the button would do. But more importantly, if you held the jump button while sprinting towards the edge of a building then Spidey should jump far, similar to a charged jump from SM2, to start his freefall with more speed than just dropping off the edge of a building like he does now. If they also made the jump button the speed boost button while swinging, it would be very consistent. Press and hold to go faster whether you're running or swinging, let go after holding down to jump farther than just tapping the button.

I think they could also take away the default dive that Spidey is constantly going into. Wouldn't it be more fun to control that? So make holding the jump button while falling put Spidey into a faster dive, and if you're not holding it while falling then he keeps his arms out and falls a little slower. That stays consistent with my proposed scheme. Maybe initiating a dive with the button could perform a cool trick similar to SM2 so it satisfies that fan desire as well.

One final suggestion would be to bring back the jumping from Web of Shadows where pressing jump just after landing from a swing or jump would immediately act like a quick charged jump. That was fun and encouraged you to keep your momentum going. All of this or something like it would help make navigation more fun. Swinging is great, but Spidey needs to be able to sprint and jump both short and far to give that extra layer of control and fun.
 
The place I pre-ordered the game from is directly across the street from the theatre I'll be seeing the movie in IMAX 3D in tonight. Destiny.
 
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