The Amazing Spider-Man The next TASM game: what do want in it?

Also, from what I saw, ASM has better falling and swinging animations anyway.. I dunno, I just don't want webs sticking to building unless it can actually be done right.

Uhm... it was done right before.
 
Yea.. not in my experience.
 
Not in yours, but in tons of other people. As well as my experience. That's why almost everyone compares any new Web Slinging that gets created to Spider-Man 2.
 
Okay..

it's my personal want to not include webs that attach to buildings unless it can be done in a way that looks just as acrobatic as in ASM. Or atleast one that makes crashing into buildings look more acrobatic.. Like instead of sliding against the building, you just could be running on the side of it instead.

You see, my problem is more with the animations than the actual webslinging. I couldn't really get past the fact that you slide against buildings when your failing at webslinging to actually get good at it.

Add it, if you can do it right (which means having good animations)
 
Okay..

it's my personal want to not include webs that attach to buildings unless it can be done in a way that looks just as acrobatic as in ASM. Or atleast one that makes crashing into buildings look more acrobatic.. Like instead of sliding against the building, you just could be running on the side of it instead.

You could do that in Spider-Man 2.

You see, my problem is more with the animations than the actual webslinging. I couldn't really get past the fact that you slide against buildings when your failing at webslinging to actually get good at it.

Add it, if you can do it right (which means having good animations)

So, you want a game that, no matter how you personally suck at Web Slinging, makes you look good.
 
Yes, that would be perfect.

Why? It would be fun.

And I never played Spider-Man 2, I played Ultimate Spider-Man.

EDIT: Besides that, the PC version of Spider-Man 2 wasn't actually the version on consoles, it was different. Ironically, ported to PC by Beenox.
 
Last edited:
I was just joking. lol
LOL
I wouldn't mind the balloon missions to return though, and with web rush it will be easy to retrieve those lost balloons

EDIT: Besides that, the PC version of Spider-Man 2 wasn't actually the version on consoles, it was different. Ironically, ported to PC by Beenox.
The SM2 version made by Fizz factory? Beenox had no hand in it, though they thankfully ported Ultimate Spider-Man
 
Last edited:
Oh really?

I must of been mixed up then. Thanks for the correction.
 
The webs not attaching to buildings is such a minor issue for me. ASM is the best game so far in terms of making you feel like Spider-man and Beenox deserves more credit for making this game. I don't think people really understand the hurdles that they had to overcome to make this product.

The combination of using the web swinging and the web rush gives you so much variety in the way that you can approach the navigational aspect of this game. Like another poster stated, it's not so much about going from point A to point B, but rather the fashion in which you do so.
 
Also would like to point out, running along walls is what Proto-Spidey does in the movie most of the time.
 
You know what's funny about webbing not sticking to surfaces here? I t satisfied people begging for proper physics and weight to the character more than web sticking to surfaces did
 
yea.. I always felt like spidey was floaty in Ultimate Spider-Man.
 
One of the main things I want to be much improved on next time is for the supervillains and bosses to be much more towering and fearsome. The cross-species in ASM were too small and looked not threatening and cinematic enough.

A great example of a boss fight done totally right in what I'm pointing at is the Anti-Venom fight in EoT. No matter how flawed that game might be, that boss fight is an example of how I want my boss fights to feel like.

Rhino should be bigger and more devastating. Scorpion should be bigger as well. I felt this same kind of problem with many fights in Shattered Dimensions, Spider-Man 2 etc. It is in occasions like this that the Arkham games e.g. takes good use of the unrealistic but stylish look. The villains (and characters overall) look much more special and interesting.

I want the villains to have some kind of controlled, self-secure presence that makes Spidey look like the underdog. It's just something with the movement and animations of the non-robot bosses in ASM that makes them feel dull, non-cinematic and amateurish. For example, almost everyone of them can suddenly move away in lightning speed, but it doesn't even look like they're using their legs but just gets put there. It's very hard to explain, but they should move much more realistic as Spidey does. Also, there should be lots of dialogue.

Another example of how bosses feel more towering and not so small and insignificant is the old Spider-Man games for PS1.

Due to this, I've actually started to think that maybe a Spider-Man game that tries to have realistic looking style to everything isn't the way to go. And no, I don't want cell shaded graphics, but I think it'd be cool to have a style that's a little exaggerative and fancy but still not cartoonish, much like the Arkham games but with Spidey's own touch.

EDIT: Just look at this beauty

[YT]JkS0vpm-0ps[/YT]

This is what I want in the next game when it comes to what I just talked about.
 
Last edited:
Realistic or stylized visuals, they're both good as long as they are enjoyable to watch

  • Since I'm replaying Assassin's Creed 2 and use contextual camera at hiding, I think it would be excellent to have camera view contextual in a boss fight when your back is sticking to a wall
  • I hope the PC version can learn from Bethesda and make the mouse scroll used for zooming in and out within range, from displaying full character model to over the shoulder camera
  • Regiel should stay the voice of Spider-Man the entire series
  • Cut down the glitches as much as possible, a few random amusing glitches like a car flying away or thugs tap dancing in the street making it too easy to defeat once in a blue moon is no problem, but no lost saves, no screen tearing and black screens, no frozen untouchable enemies, no disappearing characters, etc...
 
Aziz, normally the scroll button is only used for that purpose in RPGs, it's probably not going to be present in ASM.
 
Well, they listen to fans, that could happen instead of keeping it for swinging/heavy attack
 
Does anyone here have thoughts/opinions about the possibilities of playing as Spidey on a "miror's edge" like first-person point of view for the next spidey game ????
 
I loved the rumble they added in the game for the combat and movement. Controller rumble helps make spiderman feel more real.

For next game I think they could make web swinging use the web rush markers so that we can decide what we connect our web too and I would like to see more animations and real world physics(like the movie had). If they combined that with sm2's swing system with the rumble features at the bottom of the swing I think the game will be gold.
 
-Garfield and the cast voicing the game

-more combos

-be able to go inside buildings

-more Spidey animation

-be able to see day pass during gameplay
 
The thing with the combat system is that it can be fun and with the rumble it makes it even better but it could be a little more varied. I would like a mix of random animations and some actual combos as well. Maybe even a cancel system if that's even possible.

I would also like more control over my web usage and have different types of web variations. Like web shot,web line,gigantic web blast(is in the game),web net(like in the car chase),web bullets(scarlet spider special),and web spray.

I think spiderman needs a weapons system similar to batman so he can decide how to use his shooters and even change the settings on them.(Via first person mode) Or even use his spider tracers and other gadgets he creates.

I would also like to see the web shoot get a targeting system(more like batman) that actually can be fired at any point on the opponents body or anywhere I fire it at. In the game sometimes I fire web shots and they barely hit the target(like the steam....).
 
Being able to swing on a helicopter to get to the Statue of Liberty. :woot:
 
The subway and sewer system from Spider-man 3 was fun, so I'd like that to come back. Liberty Island as well. Buildings you can walk in, and sometimes fight thugs in, a la Spider-man 2, and to a lesser extent, Spider-man 3. Basically all just to make it feel less like a bunch of tall buildings and more to make it feel like a city.
 
One of the main things I want to be much improved on next time is for the supervillains and bosses to be much more towering and fearsome. The cross-species in ASM were too small and looked not threatening and cinematic enough.
.

I don't believe the best way to make a boss more intimidating is to just increase their size. The Arkham games make this mistake a lot, and they force themselves to keep raising the bar on height until it gets ridiculous.
Titans are big, but bane is tougher so... bigger! Croc is a later boss fight, more difficult so... even bigger! And now we have titan joker for the final boss, he should be more difficult than Croc so... ridiculously more bigger!

Then in the next game they make freeze 7-8 feet tall, you fight Solomon Grundy (a dead guy) with a fist the size of your body and Clayface goes from the height of joker to the height of a giraffe. Bigger doesn't make them look better to me, it makes them look stupid, and even weaker by comparison.
In ASM the heights of the various cross species were pretty much fine. I actually thought Vermin was too big if anything, he's just a rat man after all. Rather than pumping up the size of bosses, I'd rather increase their abilities/skills to make them more equal to the protagonist.
In Arkham city, I was hoping the Rhas al Ghul fight would finally be an instance where you fight a boss who is roughly equal to you in size and ability. Someone that can counter your attacks for a change and move just as quick as you.
Unfortunately you spend most of the boss fight facing hallucinations.
 

Users who are viewing this thread

Back
Top
monitoring_string = "afb8e5d7348ab9e99f73cba908f10802"