The bottom line
Spider-Man's web-swinging gives you the Spider-Man fantasy almost for free, while its combat makes you earn it. That was a deliberate choice for instant flow, but it leaves swinging with a low skill ceiling.
Key takeaways
- Games promise a fantasy, and the question is how easily it should come true. 0:25
- Hitman's trailer shows a perfect assassin, but most first attempts go badly until you learn the level and master stealth.
- Batman: Arkham's combat hands over the fantasy with tap-to-punch and generous counters, which can feel patronising.
- Spider-Man's combat makes you earn the fantasy. 2:21
- Spidey doesn't snap magnetically to enemies, and foes gang up on you, making dodges and counters harder.
- Enemies shoot from afar and even attack mid-animation, so you look like a bumbling fool until you get good.
- Web-swinging hands you the fantasy with very little effort. 3:43
- You start a swing by holding R2 near any building, and air control lets you set up the next swing almost anywhere.
- There is no fall damage, and hitting a skyscraper just turns into a wall run.
- Most missions never ask for speed or precision, and one even stops you latching on to a helicopter until you've seen the explosions.
- Other grappling games show that swinging can demand real skill. 7:00
- Bionic Commando limits grapple points, so finding a route is a small puzzle and re-hooking in mid-air is a challenge.
- Overwatch's Wrecking Ball swings like a heavy object on a rope and has no aim assist on the hook.
- Insomniac kept swinging easy on purpose and put the skill in optional challenges. 11:13
- Bryan Intihar says we didn't want to stop players, so the game keeps your momentum and flow going.
- Bomb diffuser and drone chase challenges reward learned routes, though the point launch is often faster than swinging and the skill ceiling stays low.
Getting to live out the fantasy is actually a reward for being good at the game.
Game Maker's Toolkit
Chapter summaries
0:00 Games sell a fantasy, and Spider-Man's combat charges for it
Every big game promises a fantasy through its marketing, and Spider-Man's fighting asks for skill before it pays out.
- Reviews praise Spider-Man for making you feel like Spider-Man, but that is what big games promise anyway. 0:08
- Many reviews use that exact line.
- Box art and E3 trailers set the promise.
- Titanfall 2's trailer sells a nippy trickster soldier who hops over enemies, fools foes with gadgets and drops into a mech.
- The gameplay then delivers that fantasy through its mechanics.
- Spider-Man's fighting is Arkham-like but deeper and less forgiving. 2:21
- It has many more moves and unlockable skills.
- You can juggle enemies in the air.
- The juggling is compared to Devil May Cry.
- Arkham's Batman pirouettes between enemies like a goth ballerina.
3:19 Swinging looks perfect but asks very little
Web-swinging copies the films faithfully, and its tools make placing Spider-Man so easy that the game rewards little.
- Swinging matches the movie look in every detail. 3:23
- Animations, sound effects and sense of speed all fit.
- Webs attach to buildings, not the sky.
- New York's dense buildings mean a swing is available almost anywhere.
- Letting go late on the down swing gives speed. Letting go on the way up gives height.
- Extra traversal moves make positioning nearly effortless. 4:26
- Web zip is a forward burst and a safety net.
- Zip to point snaps you to any marked spot.
- You can skip swinging and just chain zips, or steer like a drone.
- Air tricks build focus and experience points.
- Other games reward movement more and punish mistakes more. 5:03
- Super Mario Odyssey demands precise routes, so success feels earned.
- Sunset Overdrive and Superflight reward staying aloft or near walls.
- Sunset Overdrive gives style points and safety from zombies for staying above ground.
- Superflight's score ticks up while you hug a wall.
- Few missions are about swinging, and the best ones are exceptions. 6:16
- Scorpion infection mission: stay airborne because the floor is poisonous.
- Electro fight: swing around buildings while shooting transformers.
- Most missions are about beating up goons or rubbish stealth bits.
- The player praises both swinging missions as awesome.
6:37 Other grappling games make the hook a skill
| Spider-Man | Bionic Commando | A Story About My Uncle | |
|---|---|---|---|
| Grapple points | Almost any building | Sparse, aimed by cursor | Objects in the level |
| Mid-air limits | None | Must reconnect at right angle | Limited grapples per flight |
| Cost of a mistake | Wall run, no damage | Toxic goo, bottomless swamps | Fall short of landing |
| Player must | Hold R2 | Solve a route puzzle | Plan route before takeoff |
Swinging can be hard to learn when the game limits where and how often you can grapple.
- Limits and hazards turn a swing into a route puzzle. 7:10
- In Bionic Commando, toxic goo and bottomless swamps keep you off the ground.
- A Story About My Uncle gives a limited number of mid-air grapples, so you plan the route before takeoff.
- Enemy snipers in Bionic Commando force you to keep moving from point to point.
- Moving objects in A Story About My Uncle act like a gravitational slingshot.
- Other games make the swing itself a weapon or a trick chain. 8:28
- Wrecking Ball damages foes it swings into. Spider-Man mostly keeps swinging and combat apart, until the Scorpion and Electro boss fight.
- In The Free Ones, jump detaches the rope, so you chain pulls and springs in mid-air.
- Its panel hook works like a Zelda hookshot.
- Clicking panels at top speed is hard enough that a little slowdown would help.
9:38 Spider-Man's world limits what could change
Harder swinging is possible if it respects the movie fantasy, and earlier Spidey games tried small tweaks.
- Copying those systems outright would break the fantasy. 9:41
- Spidey has no finite webs that refill on landing.
- Movie New York is a packed city, not a wasteland, and Peter Parker is lithe, not a 500 kilogram metal ball.
- Earlier Spider-Man games and Sunset Overdrive offer subtler ideas. 10:14
- The Amazing Spider-Man 2 fires webs from the left or right hand with the shoulder buttons, but air control makes it matter little.
- In Ultimate Spider-Man, webs pull you toward the building, so you swing side to side with rhythm.
- Sunset Overdrive has a combo system for fighting zombies while bouncing off car bonnets and grinding power cables.
- Spider-Man could link swinging and combat that closely.
10:56 How hard the fantasy should be to earn
Depth was available, so the real question is how much work players will accept for the fantasy.
- Optional depth over a simple core is a proven model. 12:01
- Swinging could be as complex as Tony Hawk's combos, Mario Odyssey's hat-throw chains or Mirror's Edge speedrunning.
- Mario Odyssey needs only simple jumps to finish, while advanced moves unlock secret coin stashes and level skips.
- Those moves also help win later missions like the golden Koopa races.
- Most buyers of a game called Spider-Man want to feel like him the second they press start.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Games promise a fantasy through their marketing, and the design question is how easily that fantasy should come true: handed over free, or earned through skill. Spider-Man's demanding combat versus its effortless web-swinging, and the grapple hooks of Bionic Commando, Overwatch and The Free Ones, show the options.
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