PLAYSTATION
Publisher: Activision
By Dale Weir of GameCritics
Posted on 12/12/00
Article
Discussion Forum
First
Impressions:
Neversoft's
most recent PlayStation release, Tony
Hawk's Pro Skater showcased the developer's talent for taking
a subject universally deemed ill-suited for the videogame medium,
and they produced an incredible videogame experience in spite of
it. When I heard that the same developer would make Spider-Man,
I was excited. But after I saw the first images of the game running
in the Tony Hawk's Pro Skater engine, I knew it would be something
special. The end product is probably the truest portrayal of an
interactive Spider-Man adventure that has ever been made. Where
as previous Spider-Man licensed games were nothing more than glorified
Final Fight clones, this interpretation has removed the usual 2-D
limitations and created a large 3-D world for Spider-Man to explore
and make real use of his special abilities. Just like in his comics
and TV shows, Spider-Man can scale walls and crawl along ceilings,
shoot his web at enemies and lift and toss heavy objects at enemies. Graphics:
The
character models are nicely done, though close-ups on the faces
of said characters are not always pretty. The city looks pretty
good whether seen close up on some levels of from a distance in
others. As part of the plot, a thick poisonous gas blankets the
entire city -- it's hard not to notice that this very gas hides
most of the buildings, thus limiting the PlayStation's workload.
Spider-Man also sports decent CGI cut-scenes to advance the plot.
They may not compare to anything Square has done lately, but it
is still nicely done.
Sound/Music:
Neversoft,
to its credit, did not slouch in this department. From the updated
Spider-Man theme song to Stan Lee's trademark narration, it seems
great steps were taken to make sure the game felt like an "interactive"
Spider-Man cartoon. And the cast from the most recent Spider-Man
cartoon were tapped to do the voices for characters in the game
-- maybe only a diehard fan would care -- but they do a very commendable
job. The music in the game is swiped from the Spider-Man universe
as well, but it relegated to the background in most levels where
it should be.
Gameplay:
It's
hard to not notice how well these spider-like abilities are incorporated
into the game and not just used as window dressing. Some stages
require actual stealth tactics. Through sensible use of wall crawling
abilities, I could sneak into and out of buildings, disarm the
bad guys and rescue the hostages without drawing attention to
myself. When the game calls for less cerebral resolutions, I simply
relied on the offensive moves in addition to the ubiquitous webbing
at my disposal. Spider-Man has standard punches and kicks that
can be string together to produce decent combos. But for some
variety -- and in many cases necessity -- Spider-Man can use his
webbing as a weapon. With some simple combining of the D-pad and
triangle button I could do a surprising amount of things. I could
turn the webbing into projectiles, snag an enemy and either pull
him towards me for some close combat, I could add spiked webbing
to my fists to makeshift brass knuckles or even create a temporary
protective cocoon that eventually explodes outward inflicting
damage on foes. Itıs a testament to the developer's abilities
that these actions are pulled off as seamlessly as they are.
Spider-Man's most famous web trick, swinging from building to
building, is one of the game's shining successes, and it really
puts the game's engine to the test. It does take some getting
used to because it requires the use of the shoulder buttons. But
with a little practice I was web slinging like a pro and the game's
wide open areas really afford a lot of that. There is nothing
more to it than taking a flying leap off a rooftop, firing off
a line of webbing and swinging to the next building. With the
numerous buildings, steel girders and other city structures, I
was having a blast doing a little web slinging and wall crawling
along my way to each individual mission objective. This isnıt
to say that the missions themselves aren't enjoyable because they
most certainly are. For instance, one level had me chasing Venom
from rooftop to rooftop in a great quasi-game of tag while another
had me hauling butt while dodging missile salvos, gunfire and
falling debris.
When the action moves indoors, the web swinging takes a backseat
thanks to the more limited space, but that doesn't mean the action
devolves into that of your local Tomb Raider clone. Nor does the
camera system falter much when in the more confined spaces. Spidey
can take to practically any surface and with the ability to "zip
line" -- which means shooting a web to draw myself to a ceiling
or nearby wall. Once on a ceiling, the camera simply shifts dynamically
to provide the best view possible with little in the way of slowdown.
It is a lot of fun and even more so because it is so can be easily
executed.
The illusion is further supported since the developer faithfully
copies the cast of characters and other idiosyncrasies that make
Spider-Man what it is. The story is typical comic book fare with
the evil Doctor "Doc Octopus" Octavius hatching a diabolical plot
to frame Spider-Man and take over the world. From there the story
unfolds into several side adventures as more and more innocent
people need rescuing -- complete with guest appearances from some
of Spidey's super friends. Thanks in no small part to the trademark
narrative of his creator, Stan Lee, a collection of excellent
real-time cut-scenes, decent CGI movies and Spider-Man's (always
annoying) banter, the entire game unfolds like a campy Spider-Man
cartoon. This is all pulled off with such authenticity and style
that it is could been enough for even the passing hardcore Spider-Man
fan, but Neversoft took things further. Like it did with Tony
Hawk's Pro Skater, Neversoft crammed Spider-Man with chock full
of secrets to be unlocked depending on how adventurous I was during
the game. These bonuses range from a gallery of comic book covers,
to alternate costumes and access to all the movie sequences scattered
through out the game. There is a level select option as well so
I could go back to a previously played level and search for more
secrets.
As impressive an effort as the game is, it does have its shortcomings.
The most obvious being the camera system. While it does an admirable
job of presenting the action, I find myself spending too much
time fighting with it for a better view of the action. In certain
areas of the game, it would follow Spidey too closely -- leaving
me confused as to where the enemies were, or for that matter where
I was in a particular area. In others, it would stop at an unsatisfactory
angle -- like when I crawled up a wall to the ceiling and the
camera wouldn't re-orient itself to the direction I was facing.
What would happen is that my direction controls would be temporarily
reversed, and I'd wind up crawling backwards when I wanted to
walk forwards and visa versa. More problems would pop up while
confronting an enemy. If my foe was as quick and mobile as I was,
it wasn't always easy to keep him on the screen. And since Spidey's
turns can be so wide and sloping, I found myself being pummeled
regularly by "hidden" foes. With the simple addition of a couple
of camera buttons (the L2 button is not even used in the game)
or at least a zoom button, this would never have been an issue.
While Neversoft exploited Spidey's wall crawling and web swinging
abilities, some parts of the game revert back to the mundane stuff
found in action titles like Fighting Force and 3-D platform games.
In one stage in particular, I have to crawl up the side of a building
while avoiding a sniper's bullets and rockets from the helicopter.
This sounds cool, but solving it required no more strategy than
crawling or walking around the areas that were clearly marked
for destruction by the helicopter's targeting sights and staying
out of the path of the sniper's crosshairs. Other levels were
nothing more than platform jumping with a little web slinging
tossed in for flavor. It was also here that Spider-Man's imprecise
controls showed their face. It was so bad that I dreaded the walks
along narrow platforms, ledges or pipes since the supposedly nimble
Spider-man lacked the ability to walk in a straight line. The
game's final flaw is not a back breaker, but it is a disappointment.
I refer to the game's length or lack there of. The entire game
can be completed in one day. Itıs a great ride getting there,
but it's far too short-lived.
Enjoyment:
This
game probably captures the feel of playing as the webhead better
than another other licensed game ever made. There are also tons
of little extras to be found and collected throughout the game
as well as some welcome appearances by Spidey's "superfriends"
-- all things any fan would appreciate. Aside from the impressive
Marvel vs. Capcom series, the only other superhero-licensed games
are the horrendous Superman 64 and a slew of forgettable Batman
games. The game has a nice mix of stealth, fist-to-cuffs and 3-D
platform gameplay that I think fans of the action genre can get
into.
Multiplayer:
N/A
Overall
Impression:
As
a past and current fan of the friendly neighborhood Spider-Man,
Activision's Spider-Man is quite simply a dream come true. It
is the first such game that plays how I have always pictured a
Spider-Man game would. In addition to the great gameplay, it offers
wonderful bonuses and "spiderific" intricacies to satisfy any
aficionado. Sure, it is hampered by some control and camera problems,
but pound for pound this game is one of the few that deserves
to have the Spider-Man license attached to it.
Marketing
Efforts Towards Women:
Brenda
Starr this game is not. Activision and Neversoft set out recreate
the Spider-Man comic, and in doing so, all the women in the game
are reduced to very minor roles. Mary Jane (Spidey's girlfriend)
is the damsel in distress from the moment she appears in the game.
Black Cat, a very formidable superhero in her own right, is reduced
to nothing but eye-candy in her curve-hugging superhero uniform.
She makes appearances regularly but it is only to advance the
plot.
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