Spider-Man PS4: Open-World For People Who Hate Open-World Games
December 6, 2018 1 min read
I AM GAMES shirts: https://www.spreadshirt.com/user/IAMGAMES I AM GAMES livestreams: https://www.twitch.tv/iamgamesiamgames Watch our full Spider-Man …
30 thoughts on “Spider-Man PS4: Open-World For People Who Hate Open-World Games”
really makes you FEEL like Spiderman
79.99? I might get this at full price for once
I liked the MJ and Miles sections, personally.
…I have a slight issue with playing this game for just the swinging mechanic. I've done the same thing back in….2014 I think with the AoT tribute fan game. Where you can swing from building to building very VERY quickly and smoothly, to where the only limit is how well you can angle and position yourself. http://fenglee.com/game/aog/
The fan game knows this well, even giving a "the floor is lava" challenge mode.
I'd suggest you try it out. It's a bit clunky at first and still has quite a bit of glitches, but it's an incredible blast once you realize how you can fully use the mechanics.
One of my favorite memories was my firsr 1000+ damage to a titan, where I launched off a building early on, reached max speed, went into the other edge of the map before it loaded in, clipped through a hill, straight into the titan's back.
It's a thrilling experience that Id recommend you all try out. Though in 2018 the community might be barely existant.
God damn it, is that Andrew Garfield?
Yes. You understand everything.
I wish the quality of the gameplay was better.
What do you mean the combat isn’t deep? You can do so much with the gadgets and your various moves. Like just yesterday I found out I can web bomb a group of enemies and use the concussive blast to knock them on the wall. There are so many different ways to mix and match gadgets and combos that the only way you wouldn’t realize that is if you didn’t use them
3:02 Disagree. Web of Shadows feels the best to me. Yes, I have played Spider-Man PS4 and Spider-Man 2. It’s the only one that has an accurate portrayal of momentum in web slings. No awkward slows if you swing after falling from a great height and no out-of-place bursts of speed of you web sling after barely falling three feet.
Traversal in WoS is just the best at creating seamless, comfortable, satisfying, efficient, and realistic transversal of urban environments.
But can you fry it in butter?
If we yell loud enough, could they add a skip button to the stealth sections?
The stealth missions but also sometimes the "aesthetics over everything" leaves some disappointment as far as accomplishment. Spider-Man 2 wasn't exactly a difficult game but it was manual enough that getting a really good swinging section going or a good fighting combo was worth some pride if only to yourself and only temporarily. Everything here feels very automatic.
Now it's automatic but smooth as hell so I still enjoy that in its own way. And it's so expansive in its universe especially with the little details and references it reminds me more of the Spider-Man PS1 game than any movie adaptation.
What is ur favorite game to be?
I'm really looking forward to this channel! Great video.
do god of war!!!!!
It wasn't Digi speaking but this script SCREAMED digibro
6:04 The main reason I'm staying away from the game. The movement mechanics look like a lot of fun, but it isn't worth dropping $60 for it. Not to mention I'm not really interested in super hero stuff, so alt costumes and the like don't interest me at all.
I’m a fan of Digi’s voice as much as the next guy, but Tom’s voice is such a good fit for this style of content. If this got a patreon I’d support it no questions (in addition to digi’s)
I hate the way it looks. It has massive spaces everywhere, everything is just clean, and objects don't interact with each other, the fight scenes look like random button mashes and the atmosphere isn't immersive, and the colors are just mostly bland. Sure, it might be satisfying to play (I haven't played it myself) but it is disappointing for gaming channels to record it. If you have seen one snippet of it, you have seen all. (My 1920×1080 laptop might do the visuals injustice, but hey, to each their own.)
I don't mind the stealth sections as much, sure the web slinging and fighting is more fun but I liked getting to see things from another perspective, (SPOILERS AHEAD) like when Miles is having to stealth away from rhino, it was genuinely scary because you feel powerless in the face of an enemy you fought before in other games, and then it feels great when you eventually come back as spiderman to whoop em.
Nice, easily digestible take. I like this format of video.
A note about the swinging however, specifically the comparison to Spiderman 2's; it hasn't been "replicated" as such, rather imitated. It's a sort of give and take situation. In Spider-Man, there are a lot more systems that hold the player's hand (i.e inability to touch the ground while swinging) and forced momentum compensations and corrections that take the skill component out of the traversal system. You would imagine that anchoring yourself to the side of a building would bring you towards the building as your arc progresses, but alas. Combine this with other facts, like webbing being purely aesthetic in Spider-Man (whereas your webs could actually catch on corners and pillars, even winding you around like a yoyo) and you get a better picture of how both systems differ.
I'm not trying to take anything away from Insomniac, I'm just attempting to set the record straight from the "It's Spiderman 2's swinging but better" sentiment that seems to be floating around. The story of how Spiderman 2's swinging system was developed is a fascinating one, with almost half the game's studio pulling together (against the management's wishes) to make something that was ridiculously ahead of its time and I feel that it should be respected a bit more.
Just wanted to get that off my chest.
A minute in you completely won me over on that Digi-tastic alliteration.
This is like Mark Brown meets Digibro, I like it.
But Prototype
Meh. Looks like Spiderman: Arkham Asylum.
I'm not sure why people are calling this "analysis". Outside of the most literal use of the word, this is just a game review without someone saying a number at the end. It's a fine review, but it doesn't actually address the point it claims to make in the title. As someone who has a friend who hates Open World games, he hated Spider Man because it has all the same things those games have. It has a ton of collectibles that lock away gameplay behind them, it demands long periods of travel to get to the missions so much so that it feels the need to include a fast travel in a bloody Spider Man game of all things and it has random encounters to pretend it has "emergent gameplay". That's not to say those are bad things, but after watching a video supposedly claiming to talk about "Open World Games" it's weird that it addresses none of these.
It would be super fun to have good spiderman-openworld for PC, where for once I can actually aim the webs myself. Learning the mechanics would be fun enough itself.
But just the fact this game is so much more, for me makes it so much less… I never asked for 3rd person hand to hand combat, if someone manages to make a game where it doesn't look and feel like shit with comboes glitching trough enemies, that alone could make a good game.
I want portal 1 with webslingers instead of holes in walls, where the whole game revolves around a single mechanic. Way too often tripleA tittle just jam everything that sells into the same game and call it an experience. Make one of those aspects actually good for tenth of the price for once, and they could actually both sell better (for the investment) and contribute something meaningful for the community and field in general.
It's not like crafting a totally new experience or perfecting some already known mechanic is super hard. It just sounds like a risky investment, because you are narrowing your audience. And that's why this game has stupid sections where you just walk around and click highlighted items. Every major tittle has. Because it worked for some storydriven games, and if you have one desend skene for the trailer with the mechanic, you can fool fans of that genre to buy the game.
This Spider Man game does nothing new to the open world genre but it does compliment the player by giving them that sense of flow and speed like this video mentioned. Where some open worlds try their best to be seamless, Spider Man is probably the best one I've played thus far. God of War (2018) being a close friend second.
As great as this video is and as appropriate as this style is for tackling a game like this, It feels almost too clinical to me. You sum up open world games as a genre by breaking each of it's parts down into rigid mechanics that don't all work "objectively" as if there's some standard of quality to each mechanic we need to take into account. With Red Dead Redemption, I don't care about the mechanics, I just like riding a horse in an environment and feeling like the world around me is alive. I'm not playing it for mechanical depth, I'm playing it for immersive depth. There's a difference.
I highly recommend checking out the video 'Style, Substance, and Game Reviews' from the channel ThorHighHeels. He breaks down my issues with this sort of game analysis. Like when talking about video games we seem to hold mechanics as the only facet of the piece of art. It's like looking at cinematography specifically when talking about film, or complex composition when talking about music. Sometimes I just like a cheap exploitation horror film from the 70's that doesn't have typical "good" filmmaking or a basic sad acoustic guitar song with simple chord progression. This also can apply to games.
Once again, it makes sense why you did this for this particular game, I just hope it's not the norm for every type of game you tackle. I'm subbed, I liked this video, and I'm excited to see what you put out next, I just thought I'd share my thoughts on your approach to analysis in this video.
The game is great, but not because it did anything new, and more because its just the polishing of Web of Shadows, the best spiderman that no one played.
really makes you FEEL like Spiderman
79.99? I might get this at full price for once
I liked the MJ and Miles sections, personally.
…I have a slight issue with playing this game for just the swinging mechanic. I've done the same thing back in….2014 I think with the AoT tribute fan game. Where you can swing from building to building very VERY quickly and smoothly, to where the only limit is how well you can angle and position yourself. http://fenglee.com/game/aog/
The fan game knows this well, even giving a "the floor is lava" challenge mode.
I'd suggest you try it out. It's a bit clunky at first and still has quite a bit of glitches, but it's an incredible blast once you realize how you can fully use the mechanics.
One of my favorite memories was my firsr 1000+ damage to a titan, where I launched off a building early on, reached max speed, went into the other edge of the map before it loaded in, clipped through a hill, straight into the titan's back.
It's a thrilling experience that Id recommend you all try out. Though in 2018 the community might be barely existant.
God damn it, is that Andrew Garfield?
Yes. You understand everything.
I wish the quality of the gameplay was better.
What do you mean the combat isn’t deep? You can do so much with the gadgets and your various moves. Like just yesterday I found out I can web bomb a group of enemies and use the concussive blast to knock them on the wall. There are so many different ways to mix and match gadgets and combos that the only way you wouldn’t realize that is if you didn’t use them
3:02 Disagree. Web of Shadows feels the best to me. Yes, I have played Spider-Man PS4 and Spider-Man 2. It’s the only one that has an accurate portrayal of momentum in web slings. No awkward slows if you swing after falling from a great height and no out-of-place bursts of speed of you web sling after barely falling three feet.
Traversal in WoS is just the best at creating seamless, comfortable, satisfying, efficient, and realistic transversal of urban environments.
But can you fry it in butter?
If we yell loud enough, could they add a skip button to the stealth sections?
The stealth missions but also sometimes the "aesthetics over everything" leaves some disappointment as far as accomplishment. Spider-Man 2 wasn't exactly a difficult game but it was manual enough that getting a really good swinging section going or a good fighting combo was worth some pride if only to yourself and only temporarily. Everything here feels very automatic.
Now it's automatic but smooth as hell so I still enjoy that in its own way. And it's so expansive in its universe especially with the little details and references it reminds me more of the Spider-Man PS1 game than any movie adaptation.
What is ur favorite game to be?
I'm really looking forward to this channel! Great video.
do god of war!!!!!
It wasn't Digi speaking but this script SCREAMED digibro
6:04 The main reason I'm staying away from the game. The movement mechanics look like a lot of fun, but it isn't worth dropping $60 for it. Not to mention I'm not really interested in super hero stuff, so alt costumes and the like don't interest me at all.
I’m a fan of Digi’s voice as much as the next guy, but Tom’s voice is such a good fit for this style of content. If this got a patreon I’d support it no questions (in addition to digi’s)
I hate the way it looks. It has massive spaces everywhere, everything is just clean, and objects don't interact with each other, the fight scenes look like random button mashes and the atmosphere isn't immersive, and the colors are just mostly bland.
Sure, it might be satisfying to play (I haven't played it myself) but it is disappointing for gaming channels to record it.
If you have seen one snippet of it, you have seen all.
(My 1920×1080 laptop might do the visuals injustice, but hey, to each their own.)
I don't mind the stealth sections as much, sure the web slinging and fighting is more fun but I liked getting to see things from another perspective, (SPOILERS AHEAD) like when Miles is having to stealth away from rhino, it was genuinely scary because you feel powerless in the face of an enemy you fought before in other games, and then it feels great when you eventually come back as spiderman to whoop em.
Nice, easily digestible take. I like this format of video.
A note about the swinging however, specifically the comparison to Spiderman 2's; it hasn't been "replicated" as such, rather imitated. It's a sort of give and take situation. In Spider-Man, there are a lot more systems that hold the player's hand (i.e inability to touch the ground while swinging) and forced momentum compensations and corrections that take the skill component out of the traversal system. You would imagine that anchoring yourself to the side of a building would bring you towards the building as your arc progresses, but alas. Combine this with other facts, like webbing being purely aesthetic in Spider-Man (whereas your webs could actually catch on corners and pillars, even winding you around like a yoyo) and you get a better picture of how both systems differ.
I'm not trying to take anything away from Insomniac, I'm just attempting to set the record straight from the "It's Spiderman 2's swinging but better" sentiment that seems to be floating around. The story of how Spiderman 2's swinging system was developed is a fascinating one, with almost half the game's studio pulling together (against the management's wishes) to make something that was ridiculously ahead of its time and I feel that it should be respected a bit more.
Just wanted to get that off my chest.
A minute in you completely won me over on that Digi-tastic alliteration.
This is like Mark Brown meets Digibro, I like it.
But Prototype
Meh. Looks like Spiderman: Arkham Asylum.
I'm not sure why people are calling this "analysis". Outside of the most literal use of the word, this is just a game review without someone saying a number at the end. It's a fine review, but it doesn't actually address the point it claims to make in the title. As someone who has a friend who hates Open World games, he hated Spider Man because it has all the same things those games have. It has a ton of collectibles that lock away gameplay behind them, it demands long periods of travel to get to the missions so much so that it feels the need to include a fast travel in a bloody Spider Man game of all things and it has random encounters to pretend it has "emergent gameplay". That's not to say those are bad things, but after watching a video supposedly claiming to talk about "Open World Games" it's weird that it addresses none of these.
It would be super fun to have good spiderman-openworld for PC, where for once I can actually aim the webs myself. Learning the mechanics would be fun enough itself.
But just the fact this game is so much more, for me makes it so much less… I never asked for 3rd person hand to hand combat, if someone manages to make a game where it doesn't look and feel like shit with comboes glitching trough enemies, that alone could make a good game.
I want portal 1 with webslingers instead of holes in walls, where the whole game revolves around a single mechanic. Way too often tripleA tittle just jam everything that sells into the same game and call it an experience. Make one of those aspects actually good for tenth of the price for once, and they could actually both sell better (for the investment) and contribute something meaningful for the community and field in general.
It's not like crafting a totally new experience or perfecting some already known mechanic is super hard. It just sounds like a risky investment, because you are narrowing your audience. And that's why this game has stupid sections where you just walk around and click highlighted items. Every major tittle has. Because it worked for some storydriven games, and if you have one desend skene for the trailer with the mechanic, you can fool fans of that genre to buy the game.
This Spider Man game does nothing new to the open world genre but it does compliment the player by giving them that sense of flow and speed like this video mentioned. Where some open worlds try their best to be seamless, Spider Man is probably the best one I've played thus far. God of War (2018) being a close friend second.
As great as this video is and as appropriate as this style is for tackling a game like this, It feels almost too clinical to me. You sum up open world games as a genre by breaking each of it's parts down into rigid mechanics that don't all work "objectively" as if there's some standard of quality to each mechanic we need to take into account. With Red Dead Redemption, I don't care about the mechanics, I just like riding a horse in an environment and feeling like the world around me is alive. I'm not playing it for mechanical depth, I'm playing it for immersive depth. There's a difference.
I highly recommend checking out the video 'Style, Substance, and Game Reviews' from the channel ThorHighHeels. He breaks down my issues with this sort of game analysis. Like when talking about video games we seem to hold mechanics as the only facet of the piece of art. It's like looking at cinematography specifically when talking about film, or complex composition when talking about music. Sometimes I just like a cheap exploitation horror film from the 70's that doesn't have typical "good" filmmaking or a basic sad acoustic guitar song with simple chord progression. This also can apply to games.
Once again, it makes sense why you did this for this particular game, I just hope it's not the norm for every type of game you tackle. I'm subbed, I liked this video, and I'm excited to see what you put out next, I just thought I'd share my thoughts on your approach to analysis in this video.
The game is great, but not because it did anything new, and more because its just the polishing of Web of Shadows, the best spiderman that no one played.