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You can’t upgrade it for slower time perception anymore, and quick taps of the bumper will, again, typically have you overshooting your desired target by two blocks. It’s still a godsend compared to the spastic imprecision of the old Treyarch games, but somehow web rush feels more finicky and touchy than it did in the first game. The web rush mechanic returns to make managing Spidey’s breakneck speed a little easier. You’ll be swinging much closer to the streets, which takes some of the boundless exhilaration out of the experience. It’s definitely more realistic but you can’t swing nearly as high or fast as you could in the first game. To accommodate this, the game’s Manhattan has a more grid-like layout and the streets are wider. Spidey’s weblines now attach to objects in the world instead of being anchored on vague points off in the distance. You now use both left and right triggers to control Spidey’s left and right webshooters, so you’ll ideally want to alternate to establish an even swinging rhythm. The city is still basically the same but the structure has been overhauled since the first game to facilitate the new, more realistic web-swinging mechanics.

There have been a few minor structural changes: all of the collectibles are recorded for viewing at the Comic Stand, the comic shop of none other than Stan Lee who reprises his cameo from the first game. Once again there are hundreds of comic pages to collect, action figures to acquire and concept art to unlock. It’s an open sandbox that lets you explore a massive Manhattan hub-world, from which you can engage in story missions, random diversions and other miscellaneous activities. Amazing Spider-Man 2 is not a bad game, but it is far too ambitious for its own good and its new ideas are rushed and awkwardly implemented.Īmazing Spider-Man 2 is built on the same basic framework as its predecessor. It’s the same basic game I remember, but the added features and ideas actually change and detract from the original's beautifully elegant framework. My love for the first game makes the disappointing parts of its sequel all the more of a letdown, because as much as I wanted to love Amazing Spider-Man 2, it just falls short.
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Whatever it was, that movie and its corresponding game were a special one-two punch that made this longtime Spidey fanboy very happy. Maybe it was the love I could see that Beenox put into that game, the attention to detail that proved these people were real fans.
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Maybe my opinion was colored by my love for the movie (again, more than it deserved) because we were finally free of Sam Raimi, Toby Maguire and their irreverent, cornball take on one of my favorite comic book heroes. It’s still a game that I enjoy replaying from the start. For whatever reason, I could overlook its flaws and I just got into that game hardcore. I loved the first Amazing Spider-Man game when it came out in 2012-possibly more than it deserved. It also explains why the game feels rushed and in many ways somewhat disappointing. To deliver a game of this scale, to both last and current-gen consoles and in under two years, must have been a monumental undertaking. I only say this because I want to be clear, that I understand the pressure that Thomas Wilson and his team at Beenox must have been under when making The Amazing Spider-Man 2. You’re restricted to the set parameters of the source material, plans can change at a moment’s notice, and the time crunch must be insane.

Making movie tie-in video games has to be one hell of a difficult job.
