Jick
Auxiliary Assistant
- Joined
- Jul 8, 2007
- Messages
- 9,444
- Reaction score
- 174
- Points
- 73
Going from point A to point B is one thing. The way we do it is another. It's like doing a level with Mario in Super Mario World, then doing the same level using the cape, or a third time using Yoshi. The experience is different.Not really, it doesn't change the gameplay, you're still getting from point A to point B, it does add to the angle that he is swinging from, but I don't see it as one of the types of implements that completely makes or breaks the game.
TASM provided a completely different gameplay system with the web-swing. Going from one point to the other, in this game, is different than it was in all the others.
Than how can you say it doesn't change the gameplay? If it was the same thing, facing the Spider-Slayers would be the same thing in that game as it is here. Once again, it's a completely different experience. I said just the same thing in the review I did for this game a while ago.If you look at how alot of the missions are set up, anchoring the web at certain points would make some missions seem more tedious as opposed to fun, especially taking down the Spider-Slayers, I can't really imagine those missions being tackled if his webs were being anchored to buildings, given how fast paced those missions are, but that's just me.
People compare the most recent Superman to the movie from 78 and that's more than 30 years ago. It's because the games are so different that comparisons are worth it and can be made. The changes are obvious, so it is easy to compare.Sorry if my previous comment came across as uncouth, but that's just the way I feel. Spider-Man games have never been part of a certain "continuity" therefore, I don't think they have to follow a predecessor, games like Mass Effect all take place within a certain continuity, so each game in the series has to play the same. For a person to compare ASM to SM2 is ridiculous in my mind because those are 2 games from 2 different generations, one which being almost 10 yrs old
And they don't have to follow a predecessor, but, from what I remember, they said SM2 inspired them on some things while doing the game. I'm pretty sure that game's web-swing was the favorite among players while they were developing their project, so why not take cues from that?
They don't need to change the web-swing they've done, but to use it when it's appropriated (like when fighting the Slayers), the same way they use a different kind of web-swing while in indoor levels and add the classic swinging mechanic while free-roaming in the city. In this game, we just need to hold the button and the character will swing for the entire city. Back then, it wasn't so easy.
t: