Total Time to Complete: About 45 hours
This is only the second non-Final Fantasy game that has been reviewed on here, the first one being Uncharted 4. There have been plenty of other games since Uncharted 4 to deserve a full review, Horizon: Zero Dawn and God of War come to mind, but for now I’m going to stick to making sure I get a full review up for Spider-Man because it is still fresh in my mind. The others may still find their way here since I’m not really done with them yet as far as DLC goes.
I wanted to wait to write a review for Spider-Man until I finished the DLC, the three parts of The City That Never Sleeps storyline. Now that I have done that, as well as got 100% on everything including trophies/achievements, I have some thoughts.
And just as a note going forward, though the Uncharted 4 review and the Final Fantasy reviews (so far) used different formats, all reviews from this point will use this new format to make it easier to encompass more aspects of each game, regardless of genre.
With that, let’s dig in.
World Building
When you are playing an RPG like a Final Fantasy, it is appropriate to say that exploration is a key part because the whole world is foreign to you as a new player. You are often discovering each area as the character(s) does. But when it comes to a world that already exists, like Manhattan, it isn’t as appropriate since you aren’t really exploring it in the same way (it certainly can be if you’ve never been there, but the characters all know where everything is). So I think the term “world building” speaks more to not just the exploration aspect, but also to whether the world you are playing in feels like it should.
Having visited New York City multiple times now (and soon to be living there), I can say with confidence that this game nails how Manhattan feels. It’s obviously not completely to scale with the real thing, the streets are detailed enough that you can look for familiar haunts only to find that many whole sections have been either cut out or morphed into something that the game needs. But the verticality of the city and the traffic below you as you swing through the air feel perfect. The way you interact with the world at large is also great since a lot of time can be spent finding the hidden nooks and crannies, or giving high-fives to pedestrians. And nothing is more perfect than using the subway to fast travel, always with a scene that fully embraces what taking the subway can be like at times (the rando sleeping on Spider-Man’s shoulder is my favorite).
I don’t know if I can really say that exploration is rewarded that much since everything is put on the map for you to explicitly find. Sometimes getting to the object in question is a little tricky, but nothing is ever truly secret. You do get rewarded to some degree as many of the landmarks you seek out are real places so you can get satisfaction from that the same way you might from an Assassin’s Creed game. But at the same time, I prefer this approach in my open world games because I don’t have the time to search every block for secrets like I did when I played all of Rockstar’s PS2-era games. I don’t mind running around and fetching each trinket, as long as I have a general idea of where they are.
Character Development
This section is going to take over for what used to be characters and story. If you think about it, the whole point of a story is to challenge the characters and see how they grow from that. Hence, character development is a nice way of covering both sides.
What Spider-Man (the game) has going for it is that it has a wide cast of characters, on both the good side and evil side, but it doesn’t try to stretch itself out too much. It keeps the number of villains down to about a half-dozen, and another dozen of side characters that Spider-Man (the dude) interacts with on his journey. The DLC also adds a couple more characters into the mix, but the essential core is around 20, which is a good amount considering the overall scope of that universe. They were careful to pick enough characters such that you can have multiple plot threads weaving together, but no one gets short-changed (well, almost no one).
The thing I really like about the Peter Parker in this game, outside of being the wise-cracking goof he’s meant to be, is that he’s many years into his role as Spider-Man. This means that not only is he established, but so are the villains and his relationships with the other good characters. With only a couple exceptions, like Miles Morales, he already knows everyone he interacts with, which allows the pace of the story to stay quick without getting bogged down by exposition. When a “new” character pops up, you know after a minute of dialogue between Peter and the character exactly what the deal is with them.
The only real downside to this approach is that, even though Peter Parker goes through a lot of hardship in the game, you never really get the impression that he changed all that much. Learned some new things, yes. Life-altering events, yes. But does any of that change the way he interacts or approaches situations? No, he just continues to do his normal thing. Granted, his way of dealing with challenges is fairly idealistic and maybe he doesn’t need to change that. I think that he did the right thing in pretty much every situation. It’s just kind of weird that you don’t really get much reflection from him on the bad things that happened. He just continues being him.
I find that to be a pretty minor nitpick though since all of the characters are enjoyable to be around, including the villains. The DLC doesn’t do this as well as the main story, but I still want to see more story content in this world so that I can see how the characters handle it.
Mechanics
The mechanics section is going to be the catch-all for everything gameplay related, which can include the battle system, the leveling system, the different classes and abilities each character has, even aspects of exploration can be covered here too. As such, it might get a bit long.
For the most part, the mechanics of Spider-Man fall into four categories: combat, progression, locomotion, and missions.
Combat
The combat in Spider-Man is very similar to the Batman: Arkham games but themed just so. You have attacks that can be chained and are context sensitive depending on your position and the position of the targeted enemy. You have a dodge move that works well with the spidey-sense indicator that you’re about to be hit. You have abilities that come in the form of gadgets and suit powers. And you have all the locomotion movement you have the rest of the game.
I found the basic attacking and dodging to be very fun and satisfying. I would use some of the more interesting moves if necessary, launching enemies into the air was common because some enemies required it. But most of the other ones I would only do if an optional objective called for it. The same goes with the gadgets. Most of the time I would forget they were even there, so I only used them against certain enemies or when objectives required it. I did use the suit power as much as I could, though I only used a couple before I got the invulnerability and just used that the rest of the game.
My only real frustration with the combat (aside from the difficulty at times, but we’ll get to that) was that the dodge didn’t work as often as I felt it should. I did eventually understand that mashing buttons was not as effective as deliberate presses to combo and dodge, so that wasn’t as much of a problem when the game started getting hard. But even with that I think the game isn’t quite as tight as I would like. It is really close, but it makes those times all the more frustrating when it doesn’t click. Like some other problems with the game, it seemed to get worse in the DLC, even though in theory it should be the same.
Progression
Though it wasn’t used much in older, open world games, leveling has since become more common. In this case, it honestly doesn’t make that much of a noticeable difference, it’s mostly just a gate to unlocking combat and locomotion abilities. The only other thing it does is increase your health, which is good since there’s no concept of equipment in this game, so levels basically replace the need to have to get new weapons or armor.
Since abilities are tied to levels, it was easy to get them, and having the freedom to choose when you got them via tech trees was great. The passive suit powers are also tied to levels, though you have to have resources to unlock them. Active suit powers only come with unlocking a suit, which requires resources and advancing the story or doing side missions. Gadgets also require resources and advancing the story to unlock. Having multiple things tied to resources provides more options since you have to allocate them between suit powers and gadgets. Having that freedom to choose to suit your play style is a staple of good design.
There was only one problem I had with the progression system, and it wasn’t really even the fault of the system. Having unlocks that require resources is difficult to work with when you can’t get the right resources. In this case, I constantly never had enough challenge tokens, and I didn’t even finish unlocking everything until the first DLC pack where more challenges became available. It is certainly possible to get the tokens needed in the main campaign, but it ended up being too hard for me. So it was a bit frustrating to not have access to everything when I finished the main game. Based on the number of resources I had left at the very end of the game, I don’t think the unlocks were properly balanced since I was lacking in some tokens but had dozens of others.
Locomotion
This is really the part of the game that got most people excited, and it hit me immediately as well. Swinging and moving through the city is delightful. I don’t know if I would go so far as to say it is sublime since it stumbles at times to follow what your intentions are, but I can’t think of another open world game that does it better. Even at 40 hours in, when the rest of the game has gotten a bit stale, the locomotion continues to be fun, especially when you can accurately predict obstacles and speed through them.
I already said this in the year-end review, but swinging around Manhattan was a legitimate factor in my decision to pursue moving there.
Missions
I feel that as far as mechanics go, this comes across as the weak link. What the game does do well is provide a lot of different types of missions. However, many of these different types end up becoming their own type of side missions and those tended to get old fast. The base story missions are where the game really shines, which is novel because what you actually do in them is pretty similar as well. What makes them all so good is that the studio spent a lot of time creating different environments and you are encouraged to approach them like they’re puzzles.
Most of my complaints are similar to those of other critics. As I already said, the side missions that spawn off the main quest line get old before the end, some more quickly than others. I didn’t mind the stealth missions as Spider-Man or the Spider-Bot missions, but when it came to stealthing as Mary Jane or Miles, those often became frustrating and I don’t think they added anything. I also found the mini-games fun, though I know many didn’t like them either. Basically anything involving Peter Parker was great, other characters not so much, and a lot of mission types overstayed their welcome.
Engagement
When I think of engagement, I think of “how good is the game at making me want to keep playing?” I know there are other definitions out there, but that’s the one I’m trying to go with now with my focusing goals. This feels like a better category to have than just difficulty curve because it is just a subset of the overall impact a game makes on your desire to continue.
But with that in mind, the difficulty curve of this game is not the best. It spikes a lot during the main game, and then just shoots through the roof as you get through the DLC. I had to drop the difficulty down from normal to easy in the final DLC to get past a couple parts that I was getting I’m-about-to-quit-frustrated with. I also gave up on trying to max out the challenges because they were hard in the wrong ways. It’s certainly not the worst game at this, the overall curve of the main story was actually quite good, there were just a few too many BS parts for me to say it was great.
Other than the difficulty problem though, the game was incredibly good at keeping me engaged for hours at a time. It perfectly fits that “I can do just one more mission” structure. Knowing exactly where to go and what to do plays a big factor in that because I don’t have to think about it and I like to see numbers tick upwards. And in most cases there wasn’t much punishment for failure (though there were a few that were very frustrating because of how far you went back). The game rides well on its fun mechanics, having plenty of things to do, and having relatively short objectives to keep you going.
Presentation
Prior to this review, this would just be listed as the story integration section, which is certainly an important aspect, but it’s really just a component of a presentation layer that also includes interface, aesthetic, and sound. Note that I did not say graphics anywhere in there, since graphics are largely standardized across games now, it’s much more about what is done artistically that interests me.
Let’s go ahead and start with that aesthetic portion. Overall the game looks good, it definitely focuses on being more realistic than comic-y, though some of Spider-Man’s costumes can bring more of that out. From a distance, Manhattan looks like it does in real life, you only see the limitations when up close. It also has that great blend of what we know today with near-future technology (and seemingly unlimited budget) that the Marvel movies also do extremely well.
The game chooses to use cutscenes almost exclusively for showing events and story beats rather than while the player has control, which keeps things looking clean, though out of sequence at times. All of the rest of the story integration comes from phone calls that do happen while the player is moving Spider-Man around the city. One cool aspect of this is that how Peter speaks is based on whether he is stationary or in motion. It’s one of those neat attentions to detail you probably wouldn’t notice since you only hear lines once, but takes a lot of effort to pull off.
The interface while in the world is pretty good, and the menu is clean enough, though it could be snappier. Most open world games have this problem with the menu though, so it’s not a big surprise. It does at least keep with a high tech style that goes with Peter Parker, who is a well known inventor among his peers, so it doesn’t feel out of place.
I will say that on the sound front, it doesn’t come across as particularly impressive, it gets the job done. My only real complaint is that there isn’t much variance in the music, you basically get the same theme every single time you start swinging through the city. Cool for the first 20 hours, but then you start wondering if they couldn’t have had more tracks or variants.
Conclusion
I don’t know if it came across very well in what I wrote above, but overall I loved playing through the main game of Spider-Man. I did find the DLC more of a challenge to enjoy though, it just got too difficult for the combat to stay fun and the story that came with it didn’t pay off even close to as well as the main story.
I honestly doubt I will ever go back to this game simply because I did everything I could and there’s so much more to play, but I highly recommend it for those who haven’t. If I do return for a new game, I will just stick to the main campaign and ignore the DLC. In lieu of that, I really hope they are able to put out a full-fledged sequel in a few years. I will jump on that day one.