Spider-Man 2 Game Goes Spider-Man Theft Auto?
Thanks to IGN Xbox for its review of Treyarch/Activision's new Spider-Man 2 console game, debuting simultaneously alongside the recently Slashdot-reviewed movie. The fairly positive review suggests: "What Treyarch has done... is to blend in that nearly unattainable addiction so inherent in Neversoft's Tony Hawk's Pro Skater series and meld it with Spider-Man's web slinging in a Grand Theft Auto-style open city." However, the reviewer tempers this praise with comments on "dull repetition of the Hero missions... and the boss fights range from stupid to incredibly annoying", and GameSpy shows similar barely-reserved enthusiasm, noting a returning Bruce Campbell "is perfect as the narrator", and praising the "fantastic web-slinging and the huge city environment", whereas GameSpot is a little more tepid, arguing the game "bites off a little more than it can chew with its attempt at an open-ended design." [It's also worth noting the "kid friendly, intentionally simplified control scheme"-toting PC version of Spider-Man 2 is almost completely different from the console versions.]
I agree. This is a problem with modern freeroamers. It's rather tragic that the designers give you so much space to play around in, but nothing to do in it. Once you've finished all the missions in GTA, the game kind of loses it's shine. The same with, Jak2 and True Crime, very tragicly in the latter's case as the world it gave you was so HUGE!
This problem does go all the way back to Elite. Even the "jobs" of Frontier First encounters didn't offer much once the main missions were over. There was simply no real incentive to play anymore.
This is becoming more unforgivable. I think game designers should come up with, at least, more sophisticated random mission generators. The missions should be based on some kind of randomly generated 'super' subplot. Like a gang gaining power, or a war breaking out in FFE for example. Essentially what I think would be best was if the world/universe 'evolved' around you, organically, with you being directly, but not overly easily, able to influence the outcomes.
This might sound like a tall order, but given the sophistication of simulations nowadays, I don't think it is beyond the capabilities of programmers. Maybe companies don't want this as such a game would distract the player from all those new purchaces?
May the Maths Be with you!
They share some DNA.
The original PS1 Spidey games (based on the comic, before the movie) were from Neversoft and used the THPS engine.
In fact, in one of the Tony Hawk games they added Spidey as an unlockable skater. His uber-special was "Does whatever a Spider Can", which had him doing some crazy flips then bringing his board back to him via web line.
They're diverged somewhat since then, but having played all of them I can still feel the Tony Hawk engine in there somewhere... just in the way it controls.
Of course, the PS1 never had the muscle for the city levels... so the plot revolved around Doc Ock releasing some poison fog that hovered around street level and killed you if you ventured too far off the beaten path.