Let me start by saying I really, really enjoyed Spider-Man on PS4, and I'm currently playing through Miles Morales on PS5 and its a treat - especially at 60fps.
No doubt, the web-slinging and animation system is phenomenal - plenty of reviews mentioned it to the point of parody, but we all know the game lets you "feel like Spider-Man," and I think that has a lot to do with a traversal mechanic that makes you powerful, agile, and an animation system that no matter what you do, it looks dope.
But I gotta say, something that I felt just a few hours into the original is already coming back to me at about the half way point in MM - the "skill ceiling" in these PS games is very low, in regard to traversing. I mean, yes, sure, there are some upgrades available and there is a lot of input from the player in regard to where to sling your web, how you want to pivot off a building, etc.
But the thing about SM and MM is that while almost anyone can do cool stuff and feel great - and no doubt that's what they were going for, so they found success (my seven year old nephew has a blast with this game) - once I've played for a short while, I find myself clamoring for more.
Just off the top of my head, some things I wish were available (and maybe they are and I'm just missing them):
- Ability to hold onto your web even at the end of your arch, so that you can "dangle"
- Ability to hold onto your web at the peak of your arch so that, say, on a crane you can "loop around it"
- Individual buttons for left and right web swinging, so that there's 1) more player input, but 2) you can use to plan a pivot around a building
- Forward launch - think a dive, but as you launch upward or forward for as long as you want to hold it
- Possibly a slow-mo function for doing cool tricks
... to say nothing of the fact there is no "Risk" in ANYTHING you do while web-swinging. None. No risk/reward at all.
Clearly the game is a huge success, and other than at launch, I don't hear many talking about this - so am I alone or are there others that feel similarly?
No doubt, the web-slinging and animation system is phenomenal - plenty of reviews mentioned it to the point of parody, but we all know the game lets you "feel like Spider-Man," and I think that has a lot to do with a traversal mechanic that makes you powerful, agile, and an animation system that no matter what you do, it looks dope.
But I gotta say, something that I felt just a few hours into the original is already coming back to me at about the half way point in MM - the "skill ceiling" in these PS games is very low, in regard to traversing. I mean, yes, sure, there are some upgrades available and there is a lot of input from the player in regard to where to sling your web, how you want to pivot off a building, etc.
But the thing about SM and MM is that while almost anyone can do cool stuff and feel great - and no doubt that's what they were going for, so they found success (my seven year old nephew has a blast with this game) - once I've played for a short while, I find myself clamoring for more.
Just off the top of my head, some things I wish were available (and maybe they are and I'm just missing them):
- Ability to hold onto your web even at the end of your arch, so that you can "dangle"
- Ability to hold onto your web at the peak of your arch so that, say, on a crane you can "loop around it"
- Individual buttons for left and right web swinging, so that there's 1) more player input, but 2) you can use to plan a pivot around a building
- Forward launch - think a dive, but as you launch upward or forward for as long as you want to hold it
- Possibly a slow-mo function for doing cool tricks
... to say nothing of the fact there is no "Risk" in ANYTHING you do while web-swinging. None. No risk/reward at all.
Clearly the game is a huge success, and other than at launch, I don't hear many talking about this - so am I alone or are there others that feel similarly?