Showing posts with label marvel's spider-man. Show all posts
Showing posts with label marvel's spider-man. Show all posts

Tuesday, April 27, 2021

The "Worst" Things About SuperPhillip Central's Favorite Games VI

It's time for your pal Phil to take on some of his favorite games with this sixth volume of The "Worst" Things About SuperPhillip Central's Favorite Games! Emphasis on the quotations around "worst", as some of these picks for "worst" things might be stretching things a bit or seem petty. Though I'm of the opinion that the pettier the pick, the more impressive the game is, considering that would be my greatest grievance with a given game. Either way, I adore these games a ton, but I certainly am not putting my blinders on as to my biggest issues with them. 

If you want to see more possibly petty picks for "worst" parts of my favorite games, check out these previous volumes:

Volume One
Volume Two
Volume Three
Volume Four
Volume Five

Ghost of Tsushima (PS4)

We begin with a game that delighted me on the PlayStation 4 last year, coming in as one of the top ten games of 2020 as part of the SPC Best of 2020 Awards. In fact, four games on this list are part of that exclusive group! For the moment, however, I'm referring to the excellent Ghost of Tsushima from developer Sucker Punch, known previously for the studio's work on the Sly Cooper and InFamous series. 

Ghost of Tsushima is an utterly gorgeous game, even on the base PS4, so my particular problem with this samurai epic clashes with being able to thoroughly enjoy the scenery. More importantly, it concerns a mission variety problem, one that pops up quite often. 

I'm alluding to all of the tracking sections of missions in Ghost of Tsushima. On multiple occasions (see: A LOT) protagonist Jin Sakai needs to follow footprints or tracks left in the dirt or mud and follow them to a specific point. It happens so often that it gets pretty tedious, especially when lighting conditions aren't optimal for searching for and following dark, difficult-to-decipher tracks on the shadowy ground. Going back to my love of how beautiful Ghost of Tsushima as a game is, it's a shame that instead of getting to enjoy the wondrous, immaculate scenery, Sakai and the player are so often forced to have their face to the ground. Not to say the ground is ugly--far from truth--but it doesn't compare to picturesque and postcard-worthy landscapes featured on the island of Tsushima.

Final Fantasy VII Remake (PS4)

Focusing an entire game on just a small portion of Final Fantasy VII, a 40-hour or so epic of a game, and having to make a full-fledged $60 title out of it was no easy task. Understandably, there would be some added content, some stretching, some lengthening of activities and scenes to make the game more worthwhile and not just a 10-hour experience. Final Fantasy VII Remake's first part is set entirely within the boundaries of the cyberpunk-esque city of Midgar, whether it atop the city's plates or underneath where the slums and downtrodden call their home.

The problem with turning the approximately five hours that it took to get through the Midgar section of the original Final Fantasy VII and stretching it to a 30-40 hour experience is that there is a ton of padding and filler to be found. I don't just mean instances where Cloud must saunter slowly through corridor environments as he speaks to other characters, or squeeze through yet another tight gap. No, this includes entire chapters and sections of the game as well. The most notable of which is Cloud and company's return trip to the sewers. 

To make a long story--or in this case, chapter--short, the entire trip through the sewer is essentially for naught as the character you're trying to help already had in their possession what Cloud's party was seeking. Thus, it makes the entire excursion pointless other than to pad the length of the game further. Final Fantasy VII Remake is full of these moments and sections, which while I still very much love the game wholeheartedly, it does make return play-throughs occasionally challenging for me.

Marvel's Spider-Man (PS5, PS4)

There's no doubt in my mind that Insomniac Games's first take on making a game starring Marvel's iconic webhead was an amazing--nay, spectacular success. Web-slinging and soaring through the skies, streets, and expanses of New York City was an absolute blast, and the majority of Marvel's Spider-Man is top notch superhero action in video game form. Of course, there is a glaring piece of Insomniac's freshman offering that is highly criticized and notable for being less than amazing by comparison.

Feel free to just skim or skip this entirely if you know where I'm going and what I'm alluding to, as I'm really not going to make any original points here. Nonetheless, yes, for those in the know and those who guessed correctly, I'm talking about the mandatory stealth sections in Marvel's Spider-Man. These aren't horribly done, but they absolutely slow the pacing of the game to an absolute standstill. Some don't even make sense in the context of the game. I mean, is it really worth not being late for school to risk sneaking through a high security area where getting caught means serious repercussions to your health, Miles? I don't think so. On the subject of Miles Morales, Insomniac must have felt the same about the execution of the stealth sections in their original Spider-Man game (or at least caved in to the criticism), because their follow-up starring the awesome Miles Morales did not feature these types of stealth missions. While there was stealth in the sequel, getting caught did not fail the mission.

DOOM Eternal (Multi)

A game that seldom gives you time to catch your breath before throwing you into another intense firefight with Hell's demons, DOOM Eternal certainly turned up the dial to 11, and then proceeded to rip and tear that sucker off! The single-player campaign is a seriously exciting one, but that's not what I'm going to focus on for this particular "worst" thing about the game. Though, I could easily make an argument about that final boss. Oof.

No, instead I'm going to briefly delve into the all-new multiplayer mode introduced in DOOM Eternal. It pits two demons against the Slayer in a multi-round mode, where the objective is to eliminate the opposing side before they eliminate you. The demons have their own powers and special abilities, while the Slayer has their host of weapons available to them. However, this mode just didn't stick with me in the same way that DOOM's 2016 offering did. 

I definitely applaud the developers of the multiplayer component of DOOM Eternal for being as bold as to try something new instead of resting on their laurels. It's just that the execution is not to my personal liking, it was nowhere near as addictive or enjoyable, and I would have preferred a more iterative, improved version of the deathmatch multiplayer as seen in DOOM's 2016 showing.

Sackboy: A Big Adventure (PS5, PS4)

The runner-up for Game of the Year at last year's SuperPhillip Central Best of 2020 Awards, Sackboy: A Big Adventure enchanted me with excellent level design--which surprised and delighted me with every new level and concept introduced--tighter precision platforming than seen in the LittleBigPlanet series, and terrific multiplayer, which I enjoyed with my older brother.

There was so much to love about Sackboy's latest foray into platforming, but it wasn't entirely perfect. No, like past LittleBigPlanet games, there was some niggling issues that occasionally came up with regard to the collisions of the game. On some occasions, when Sackboy tries to grab onto an object, particularly when in midair, he won't do so. Instead, he'll bounce right off it. This sometimes happens on surfaces where Sackboy is launched feet-first on, meaning he can't realistically grab something with his hands and instead hits it with his feet. This resulted in some unfair deaths, but they happen so irregularly that it wasn't a severe issue for me. It is important to mention, nonetheless.

Friday, July 24, 2020

Classics I Can Return To - Part Ten

It's time once again to take a look at those video games that--despite my immense backlog, despite the seemingly never-ending amount of new games being released, and despite a seemingly ever-decreasing amount of free time--are the games that I keep coming back to for replay after replay. Maybe it's just to return to familiar gaming territory, have a deep dish of comfort gaming, or play something that tickles my nostalgia bone, but I can't help but return to these games as if they were old friends of mine.

Speaking of returning to things, it's been over two years since I posted Part Nine of Classics I Can Return To on SuperPhillip Central, so it's about time to make up for it, wouldn't you say! Before we do that, however, check out all nine past parts of this ongoing series of articles with these conveniently placed links:



Marvel's Spider-Man (PS4)


With Marvel's Spider-Man: Miles Morales web-slinging onto the PlayStation 5 this holiday season, there's no better time to bring up the original game from developer Insomniac Games and ensnare the game once more into SPC's collective web. This open world action game gave me the feeling of controlling Spider-Man unlike any game previous, which is no small feat. Traveling around the island of Manhattan posed a slight learning curve, but once one rose to the occasion, they could jet around New York City with style and grace. In essence, one wasn't just controlling Spider-Man; Insomniac Games made it feel like you WERE Spider-Man, as hokey as that may sound. Even with earning the Platinum trophy for the game (humble brag there, possibly), I keep coming back to Spider-Man's amazing, spectacular PlayStation 4 outing. With the PS5 follow-up planned for release this year, I think I'll don the mask of the webhead once again--pending there's enough space on that blasted hard drive of mine.

Super Mario Maker 2 (NSW)


It says something about a game that I pretty much played it nonstop for the three month post-launch period, whether it was playing through Nintendo's collection of Story Mode levels, playing other creators' levels, or making my own levels. My currently Switch playtime for Super Mario Maker 2 is well over 200 hours, and that World Maker update that Nintendo bestowed onto creators as the last major update for the game, only caused my total playtime to soar even further. I'm the type of maker and player who prefers traditionally designed Mario levels, so that's what I like to create and also what I like to play. While Kaizo-style levels with cheap deaths aplenty may entertain (and pardon me as I put on my "snob monocle" for this), they do little for me as a Super Mario Maker 2 designer or player. However, that's the beauty of Super Mario Maker 2: You can make whatever you want, and there's probably an audience for it--pending it has some semblance of quality. It's what keeps me coming back for more now a year after the game's original release.

Animal Crossing: New Horizons (NSW)


Speaking of games that I have played almost nonstop since launch, Animal Crossing: New Horizons is more of a routine for me now than a game. Don't let me be misunderstood: there's still plenty of fun to be found in my daily or bi-daily routine with the game. I enjoy visiting with the locals, showering them with daily gifts in hopes of receiving a prized pic of them (okay, I may have made that sound unintentionally disturbing), and doing daily Nook Miles goals. Nintendo continues to give players such as myself reasons to return to New Horizons as well, such as special seasonal events that are patched into the game via routine updates. It's been four months since Animal Crossing: New Horizons released on the Nintendo Switch, and while my play schedule has slowed down considerably, I do discover new things to appreciate with the game to this day, as my 210 hours of playtime would happily suggest.

Yoshi's Crafted World (NSW)


Let's continue with the theme of cute and adorable games with Yoshi's Crafted World. Though the game has some quirks that make it a lesser experience than its Wii U (and then ported to the 3DS) predecessor Woolly World, I do find a plethora of reasons to return to Yoshi's Crafted World. It's a mostly chill and relaxing game, save for the more difficult post-game contents like damage-free boss runs. Otherwise, the act of merrily and breezily marching through levels, discovering secrets, and aiming for 100% completion in each level and world are things that keep me fascinated with this innovative and consistently creative 2D platformer. The worlds made out of everyday household objects, like paper plates as rolling green hills, is abundantly clever, and the level design houses superbly hidden secrets as well. Yoshi's Crafted World may be a different kind of platformer by design when compared to the Yoshi's Island games, but it remains one that I can't help but adore.

Trials of Mana (NSW, PS4, PC)


Time to rev up the action with these final two games on this list of latest titles to reach "Classics I Can Return To" status! Let's continue with Trials of Mana, the remake of the once un-localized Super Famicom game Seiken Densetsu 3. (The SFC game would recently as of a couple years ago be released in localized form as part of the Nintendo Switch's Collection of Mana.) This game begs to be played multiple times, as depending on the trio of protagonists you select, you visit different sections of the world, fight different villains, and have the story play out with sharp contrasts. The battle system is simple, dare I say a bit basic, but it is engaging enough that I enjoyed carefully attacking foes while being on the lookout for their windup of their own attacks and special spells and moves. Trials of Mana is truly a wonderfully done remake, and to me, my enjoyment of it rivals another RPG remake that Square Enix released earlier this year. ...Well, at least part of a remake that Square Enix released earlier this year. (No more hints!)

Crash Team Racing: Nitro-Fueled (PS4, NSW, XB1)


Now, let's literally rev up the action with another remake with Crash Team Racing: Nitro-Fueled! What can I say about this stellar, content-rich kart racer that I haven't already said? Wait. That was rhetorical, but still, if I repeat myself, just let me know in the comments. Between the copious amount of characters, tracks, modes, and online options via the Grand Prix and daily challenges to engage in, Crash Team Racing was reborn with the utmost of tender loving care put into it. Whether you're a fan of the Diddy Kong Racing-inspired Adventure mode, tackling N. Tropy and then N. Oxide's deviously difficult time trials, earning Wumpa Coins through completing daily challenges, or hopping online to put the pedal to the metal and test your racing mettle against the world, Nitro-Fueled has it all. Believe me when I say I greatly enjoyed what the fine folks behind the game delivered with this remake... and I continue to do so to this day!

Monday, February 11, 2019

SuperPhillip Central's Top Ten Games of 2018

Great things come to those who wait, and that's SuperPhillip Central's mantra for its Top Ten Games of 2018. Now these don't necessarily have to be the absolute "best", but they are the ones most enjoyed by yours truly over the past year.

Due to the deluge of fantastic gaming titles over the course of 2018, I absolutely could not devote my life to playing all of them, but I'm overall quite satisfied with this year's list. Now, let's quit the jibber-jabber introduction and get to the jibber-jabber in SuperPhillip Central's Top Ten Games of 2018!

10) Dragon Ball FighterZ (Multi)


What the, what the, what!? A traditional fighting game is on a list of SuperPhillip Central's favorite games of 2018?! Up is down, east is west, and Goku is Ginyu and Ginyu is Goku. Seriously though, the accessibility of Dragon Ball FighterZ is where the game truly shines. Of course, those anime poetry in motion visuals certainly shine, too, but in a gameplay perspective, FighterZ allows players to pick up and enjoy the game without having to remember myriad button combos just to pull off cool moves. No, anyone can unleash savage blows, illuminating and devastating attacks, and eke out beautiful combo attacks. Despite the simplicity of pulling off moves, there's a skill and mastery level in FighterZ that keeps the game from being so accessible that anyone can win. Button mashers need not apply... or you can be like me, apply, and then get your face blasted into the next dimension. That notwithstanding, my experience with Dragon Ball FighterZ on both the PlayStation 4 and later the Nintendo Switch provided me with lots of fast, frenzied and frenetic battles both online and off.

9) Bloodstained: Curse of the Moon (Multi)


Developed by the amazing Inti Creates, Bloodstained: Curse of the Moon is a 2D classic Castlevania-style game built in an 8-bit style. Having four unique characters that can be cycled between at any time, linear level design that harks back to its main inspiration in Castlevania III, superb and tight controls, a perfect degree of challenge, and tremendous boss battles, Curse of the Moon came out of nowhere and managed to wow me immensely. Really, if--and knock on a wooden stake this doesn't actually happen--Ritual of the Night turns out to be a less than sublime game, at least the marvelous Bloodstained: Curse of the Moon came out of the whole saga, as it's truly a terrific title.

8) Yoku's Island Express (Multi)


Platforming meets pinball is as simple an elevator pitch as you need for Yoku's Island Express, but leaving it at that for a Games of 2018 list would be underselling it quite a bit, wouldn't you say. Yoku's Island Express is a remarkable mashup between a Metroid-styled world to explore--filled with copious amounts of secrets and activities--solid pinball action, enjoyable platforming using the rolling mechanics of your dung beetle character, and a gorgeous art style to boot. Achieving the Platinum trophy in Yoku's Island Express was a delight, and I was so enamored with the world and the gameplay that I finished the game over several sessions over the course of but a few days. I couldn't help myself and keep myself from playing Yoku's Island Express, a true indie gem from last year.

7) Mega Man 11 (Multi)


Mega Man 11's sales apparently pleased Capcom, selling about 800,000 units worldwide. This, too, pleases me, as Mega Man 11 is a fantastic outing for the Blue Bomber. Rather than just bring Mega Man back with a fresh coat of paint and calling it a day, the developers of Mega Man 11 went further, making an all-new gameplay mechanic that not only enhanced the game but moved the series forward. This is the Double Gear system, providing players with the power to slow down time to properly avoid attacks, or giving them the ability to boost all of their attacks. Overusing gears means Mega Man overheats, making him vulnerable for a considerable amount of time. This brought a risk vs. reward component to gameplay, freshening the series' tried and true gameplay up, and presenting a stunning and quite challenging 2D platformer in the process.

6) Hyrule Warriors: Definitive Edition (NSW)


If the amount of time I put into a game in 2018 was the leading factor in giving a game the Game of the Year honors, Hyrule Warriors: Definitive Edition would certainly be the Game of 2018. However, that's not how this list works, in spite of my 120 hours of playtime with this ultimate version of Hyrule Warriors. This Switch version contains all of the DLC of the Wii U and 3DS releases, now allowing for the latter to be shown in glorious HD and not on the rather unsavory and low-resolution 3DS screen. This meant all of the characters, maps, weapons, modes, and more were a part of Hyrule Warriors: Definitive Edition, and it also meant that I spent a plethora of hours taking out enemy captains, mobs, and more, racking up quite the body count in those aforementioned 120 hours of quality time with The Legend of Zelda crew in Hyrule Warriors: Definitive Edition.

5) Pokemon: Let's Go, Pikachu! and Pokemon: Let's Go, Eevee! (NSW)


Up until Pokemon Black and White I was a devout Pokemon player. My fanaticism for the franchise constantly weened off more and more as new releases approached after the original 1999 Red and Blue games, but I still enjoyed playing them. I finally grew tired of the traditional formula and opted out of future generations. With Pokemon: Let's Go, Pikachu! and Let's Go, Eevee!, just when I thought I was out, Nintendo and Game Freak pulled me back in with a charming, nostalgia-filled adventure through familiar territory with the Kanto region. This time, however, it was in 3D, offered new quality of life improvements like the ability to see Pokemon on the field or in "dungeons"--a feature I greatly desire for all future Pokemon games--and a new Pokemon GO-inspired catching system. The new improvements and changes to the formula are ones that I enjoyed greatly, and the duo of Let's Go games reinvigorated my interest in the mainline games, while offering a more accessible entry point for new fans alike. Job well done, Nintendo and Game Freak.

4) Spyro Reignited Trilogy (PS4, XB1)


Spyro the Dragon was the only entry in the original PlayStation trilogy by Insomniac Games that I played, and even then, I didn't reach its conclusion. With Toys to Bob's remakes of all three games with Spyro Reignited Trilogy, I finally got to remedy that as well as get to play the other two games in the purple dragon's trifecta of titles. To say I am impressed by these games would be an understatement of a high degree. All three games are exquisitely designed with solid and tight controls, smart level design, clever secrets, and successfully show off the evolution of the series if one plays through them in order. While the third game introduces some gameplay elements and side content that doesn't handle as well as other pieces of the collection, Spyro Reignited Trilogy made me realize just how bad I missed out by not fully playing these excellent games as a kid. Then again, perhaps I'm even more floored by them as they are fresh games to me now.

3) Marvel's Spider-Man (PS4)


Speaking of Insomniac Games, while they have no hand in the Spyro series anymore--and haven't for a looong time--the studio has moved on to bigger and arguably better things. After all of these years, my favorite Spider-Man game in Ultimate Spider-Man was finally eclipsed by Insomniac's efforts with Marvel's Spider-Man. Not just my favorite Spider-Man game now, but it's most likely my favorite superhero game ever made, too. The story is a riveting one to follow along with, containing some really powerful, hard-hitting, emotional material, the swinging and battling mechanics are simple to learn and you feel like a powerhouse superhero taking down waves of enemies while deftly dodging their attacks, and the amount of side activities--while not all winners--adds even more value and content to this meaty Marvel game. Sure, some sections of the game don't have as much entertainment value to them than others, but all in all, Marvel's Spider-Man is one of my favorite games of the past year and I'd love to take another "swing" at the game really soon with New Game+.

2) Super Smash Bros. Ultimate (NSW)


Once again, if my time with and invested in a game was the major consideration for a Game of the Year award honors at SuperPhillip Central, then Hyrule Warriors: Definitive Edition would be battling it out for the top spot with this immense beast of a game, Super Smash Bros. Ultimate. Everyone is here--every character, mostly every stage, and a single player mode that I maintain to be the best the series has to offer yet. Everything about Super Smash Bros. Ultimate is more--more characters, more stages, more content, more modes, more options, more--well, you get the general idea here. Plus, the actual fighting and smashing is a ton of fun and feels fast, fluid, and just fantastic all around. I've put so many hours into the game, whether online or off (mostly off due to all of the unlockables and things to earn from the in-game Challenge board and offline modes), and I don't see myself stopping anytime soon. Masahiro Sakurai and his team poured everything they had into this celebration of Nintendo and gaming alike, and it definitely shows.

And SuperPhillip Central's Game of 2018 is...


...


...



1) God of War (PS4)


Much like Kratos mellowed and matured from his Greek adventures, God of War as a series grew up and matured itself, too. While I would consider past God of War games to be enjoyable, well crafted "junk food" gaming experiences, this God of War is different. It's something truly special, offering a touching, heartfelt, emotional journey with Kratos and his son Atreus to reach a suitable place to lay the ashes of someone special to them both. Along the way the two's relationship goes through the necessary ups and downs and concludes in a seriously satisfying way. The gameplay eschews the faraway camera from past games, bringing forth an over-the-shoulder perspective instead, allowing for a more intimate approach. This perspective allows players to get more involved and invested with the brutality of battles, as well as invest in the jaw-dropping landscapes and environments God of War presents to players.


Like The Legend of Zelda: Breath of the Wild last year (which was SPC's Game of 2017), God of War has successfully taken its old, weary formula and reinvented it and the series as a whole. For the first time in a long time, I didn't feel I was going through the motions with the franchise. Instead, I was emotionally invested, I was yearning to explore every inch of the Norse world in the game, and I was wanting to play long after getting the Platinum trophy. It's all of this that makes God of War's 2018 release the Game of the Year on SuperPhillip Central, and quite honestly, one of the best games I've played in a long time.

Monday, October 1, 2018

Review Round-Up - September 2018

Marvel's Spider-Man from Insomniac Games is one of the PlayStation 4's
 premier exclusives and is one heck of a web-slingin' ride.
SuperPhillip Central posted another four reviews for this time around, and they were all unleashed on the very last weekend of the month. We began with two arcade racers but of two decidedly different types. The Crew 2 delighted with its amazing open world that was a blast to drive, splash, and soar through, earning it a B grade. Meanwhile, a top-down cartoon-ish arcade racer in Chiki-Chiki Boxy Racers just didn't have enough content to justify a purchase, getting a C-. Next up, Super Bomberman R blasted its way onto the PlayStation 4, Xbox One and Steam, and it was hardly a dud, getting a B grade. Finally, SuperPhillip Central's Game of the Month, Marvel's Spider-Man turned out to be one of my favorite superhero games of all time, and definitely my favorite Spider-Man game yet.

Check out every review ever posted on SuperPhillip Central with the SPC Review Archive!

The Crew 2 (PS4, XB1, PC) - B
Chiki-Chiki Boxy Racers (NSW) - C-
Super Bomberman R (PS4, XB1, PC) - B
Marvel's Spider-Man (PS4) - A-

No matter what vehicle you got behind the controls of, The Crew 2's version
of the continental United States was all yours to explore.

Sunday, September 30, 2018

Marvel's Spider-Man (PS4) Review

Here's one final review to round out the month of September, and it's a bit of a doozy. Marvel's Spider-Man is a PlayStation 4 exclusive that absolutely dominated the conversation in the gaming world in both acclaim and sales when it released earlier this month. Now, that the smoke has cleared and the dust has settled, how does Insomniac Games' take on Spider-Man fare? The [albeit non-definitive] answer awaits in my review.

The Amazing or the Spectacular Spider-Man? Why not both?


To say there hasn't been a really good Spider-Man game yet would be a bit of a falsehood. For their time, games like Neversoft's PS1 Spider-Man, Spider-Man 2, and also my personal favorite, Ultimate Spider-Man, were good games that were well regarded. Heck, many Spider-Man games remain well regarded. That notwithstanding, to say there hasn't been a really good Spider-Man game in a while would have some truth to it. This is where Ratchet & Clank, Resistance, and Sunset Overdrive developer Insomniac steps in with the full backing of Sony. The end result is a masterpiece of a superhero game, though flawed in several ways, that is more than worthy of the Spider-Man name.

Insomniac has done an astonishing job at creating its own Spider-Man universe with Marvel's Spider-Man. The story is paced rather well, and it delivers one of the finest interpretations of Peter Parker and Spider-Man I've seen. The story beats kept me interested and engaged, and the story in general managed to pull me in and made me care about all of the characters involved. I pumped my fists in the air when I overcame a challenge as Spider-Man or Peter Parker, I gasped when one of the many twists of the story took place, and I even got a little emotional with the ending.

The voice acting is superb, and Yuri Lowenthal nailed his dual role of Spider-Man and alter ego Peter Parker. The raw emotion that comes from his voice in certain scenes in the game--heck, now just him, but the entire cast--is just truly mesmerizing. It all lends well to Insomniac's created universe, as does the humorous quips by Spider-Man and character interactions that I couldn't help but smile and sometimes even laugh out loud at. I'm particularly thinking of the right-wing Alex Jones-like J. Jonah Jameson personality who still has an ax to grind against Spider-Man, but it results in some excerpts from his radio show that are some of the funniest bits of dialog within the game.

Manhattan is your virtual playground, so play and swing away!
Insomniac's universe in Marvel's Spider-Man, too, shines brightly due to another character within the game. I'm not talking about a someone, but instead a something. I'm talking about the open world setting of Manhattan, and it's Spider-Man's and your playground to explore, and it's absolutely a blast to do so with all of our friendly neighborhood superhero's moves and abilities. From traditional web-slinging (well, as traditional as something called "web-slinging" can be) and running up the sides of buildings, to zipping across rooftops and above city streets with webs, Spider-Man knows how to get around the hustling and bustling island of Manhattan.

Spider-Man, Spider-Man, runs on whatever a spider can.
You will, also, as the controls are quite intuitive and easy to learn. To web-swing, it's as simple as holding down the R2 button as you move by a building or other object that a web can attach to (and can support the webhead's weight). When Spidey's swing is at its maximum height, you can jump to reach higher places, whereas if you jump while mid-swing, you'll gain a lot of distance and speed at the same time. A combination of both can have you jetting around Manhattan in no time.

Nevertheless, you will want to stop and smell the roses occasionally. I don't mean literally smelling roses here, but instead, taking part in all of the activities and side missions that slowly open up as you make progress in the game. Though, it is true that many of these seem a bit too rote and stuck in the past when it concerns open world games--such as turning on police surveillance towers as a means to reveal all of the side stuff you can do in a given Manhattan district. Others come across as busywork, like stopping crimes within town, which boils down to beating the snot out of a gang up to no good.

While all of the side activities aren't that riveting, some do shine. While it's nothing we haven't seen a hundred times in past open world games, there are collectibles sprinkled around the city. These reveal their locations to the player from the aforementioned surveillance towers so they aren't maddening to find. What makes them so special is that they delve into Spider-Man and Peter Parker's backstory, as they're items that Spidey discovers in the many backpacks placed around town. There are also landmarks throughout Manhattan that you can take pictures of as well. These backpacks and landmarks do a terrific job of further expanding upon and building the world within the game.

However, my favorite side activities would have to be the research stations left behind by Harry Osborn. These are interesting because they're the most varied. With taking out enemy bases and completing challenges from a certain villain in the game, you pretty much know what to expect gameplay-wise. With the research stations you're doing a variety of tasks, and no two are ever the same. These are Marvel's Spider-Man's side activities at their most intriguing. One has you swinging through smog clouds to collect data samples while another has you following a pipe to discover the source of a leak. They also expand upon the world and are more than the same old, same old that makes up most of Spider-Man's optional activities.

NPCs hand out side missions like candy, but these aren't as sweet of experiences as they could be.
Well, I say "optional", but by completing crimes, research stations, taking out enemy bases, collecting backpacks, and so on, you earn tokens that are required to spend on new gadgets, upgrades for said gadgets, and new Spider suits. It's really to your benefit to try to collect as many tokens as possible by doing as much side content as possible. After all, most tokens types are only available in specific varieties of side missions, and outfitting Spidey with one of over 30 different Spider suits, each with their own special ability, is too cool and enticing of a deal to pass on.

That's all just one piece of Marvel's Spider-Man. There's a whole other piece to it, and that comes in the form of combat. Combat in Spider-Man is most similar to Rocksteady's Batman: Arkham line of games. It's combo-based, but Spidey has many more options available to him due to his mobility, agility, and webbing prowess. You can start beating down a group of goons, traveling between each enemy by web, and effortlessly dispatch a group of foes quickly. Of course, like games are wont to do, the challenge ramps up when different enemy types are introduced. Some hold shields that you must punch and then slide between the carrier's legs to perform an attack to their exposed back. Others don't have much pugilistic pride, opting to use firearms of the pistol, machine gun, and rocket launcher variety. It becomes a bit of a juggling act, but thankfully, the webhead has his good ol' Spider Sense that emits white lines around his head as an indicator that it's time for the player to dodge an attack.

"I'd tell your boss The Kingpin that no amount of money is worth getting your butt kicked by Spider-Man."
The amount of possibilities in combat is really amazing, and this is helped in part due to new gadget unlocks that open up as the game progresses. There's the standard web shooter that needs to be shot multiple times to ensnare an enemy, but at the same time, its supply regenerates rather quickly. Then, there's the trip wire webbing that when an enemy crosses its path, the wire grabs onto them and webs them up against whatever the wire was attached to. Spidey is indeed one crafty inventor, having everything else from drones to electrical webbing that can turn on power in dark areas as well as shock enemies temporarily. Using a mix of Spider-Man's pure physicality, webbing, and gadgets makes for some truly emergent gameplay. 

Here's webbing in your eye!
Spider-Man himself gains focus energy as he successfully attacks enemies and builds up a combo. The higher of a combo he gains, the faster his focus gauge increases. When it fills, Spider-Man can perform a devastating finisher that immediately takes out any enemy it connects with. Tougher enemies than your standard foes, such as brutes, require two filled gauges to use a finisher on. Apart from using focus energy to unleash creative and visually fascinating finishers on foes, you can also use focus energy to recover Spidey's health mid-battle. This can be a literal lifesaver in particularly challenging encounters where Spider-Man's fighting off ten or more enemies at once who all want to get his number. ...And I don't mean to take him out on a date--merely because they want to take him OUT.

Unlike this baddie on the right, most enemies won't just stand there while you beat up on their buddies.
That notwithstanding, brawn and brute force won't always be what the situation calls for. Sometimes Spider-Man will have to use some stealth to take out an area or roomful of enemies without being detected. Thankfully, Spidey is perfectly suited for such scenarios. When playing as Spidey, you can take out foes silently through a multitude of means, such as take-downs from the air or from the ground. Of course, you don't want to let yourself get spotted by a foe whose pal you just wrapped up in webbing and is now hanging upside down from a ledge.

Spider-Man--in one of many of the available, special unlockable
suits--surveys the area before picking off each foe one by one.
Clicking in the right stick brings up another Batman: Arkham series-inspired game mechanic, Detective Mode. Here, you can see through Spidey's eyes and determine if taking out a foe is either safe or dangerous. If it's the latter, you're going to get caught if you try taking the foe in question out. This Detective-style mode also has many uses outside of stealth sections, offering views on points of interest and enemy weaknesses.

Didn't see that one coming, did you? That said, Spidey definitely saw you going.
Marvel's Spider-Man is a gorgeous game in all aspects. The way the windows of buildings shimmer when the sun shines directly on them, the way tree branches sway to and fro in the wind, and the immense draw distance available to players, particularly while Spider-Man is perched on the highest building in Manhattan are all spectacular sights. The amazing detail each character possesses is also something I can't help but gush about. Sure, some faces approach "uncanny valley" levels, but overall they look expressive, animate well, and are just impressive beyond words... save for the ones I just wrote.

Despite some side missions and optional activities being less than inspired, as well as stealth sections that mess with the pacing of the game a little bit, Marvel's Spider-Man is without question the best Spider-Man game I've had the pleasure and joy to play. Without delving too much into exaggeration, it might also be the best superhero game I've ever encountered. Never before have I felt more enamored with a superhero video game and felt more like Spider-Man thanks to his myriad tools, abilities, and ways to interact with the world--no matter if I was dispatching a gang of the Kingpin's men or just web-swinging through Times Square. Insomniac's vision of the Spider-Man as a series, the world, characters, and mythos shines brightly and is a testament to the original thought that the property was in good hands when it was given to the developer to create a Spider-Man game. It's a game that both casual and veteran fans will enjoy--as well as anyone else who just loves an amazing and spectacular video game.

[SPC Says: A-]