Share on Facebook Share on Twitter Email
Answers.com

Spider-Man

 
Games: Spider-Man

Game Description

Based on the 2002 movie starring Tobey Maguire as the comic book superhero, the video game version of Spider-Man: The Movie has players swinging through the streets of New York City on the lookout for arch-nemesis Green Goblin. Though based on the 3D engine used in previous Spider-Man titles, this version features a number of new enhancements to take advantage of next-generation systems.

Instead of fighting characters on the ground, players can now confront enemies in sky as the hero has more control over the use of his webbing. Spider-Man can rise or descend while swinging from building to building as well as cut and then reattach lines at any time to quickly escape from potential threats. He can also bank around buildings instead of traveling directly in a straight line.

Spidey will encounter Shocker, Vulture, and various robotic threats from Oscorp Industries based on situations from the movie as well as original encounters created specifically for the game. Spider-Man will once again be able to use his webbing, fists, and legs to subdue enemies, but the web-slinger has all-new combination attacks to help him survive long enough to face Green Goblin.
~ Scott Alan Marriott, All Game Guide

Review: Overall

Unlike so many of his superhero brethren, Spider-Man has fared reasonably well in his video game exploits, with previous standouts being Sega's home versions on the Genesis and Sega CD, both of which were successful because they featured a healthy balance of web-swinging and hand-to-hand combat, not to mention the ability to snap pictures. Yet it wasn't until 2000's Spider-Man where Stan Lee's web-slinger finally found its legs as a video game, with a more realistic environment that made better use of Spidey's distinct abilities. The result helped establish a viable series for Activision, which brings us to their first Spider-Man game on the PlayStation 2.

Spider-Man doesn't fall prey to the usual sequel formula, which typically calls for a fresh coat of new levels atop the same weathered engine. Despite the title being the third consecutive Spider-Man game by a different developer, the end-result includes many of the enjoyable aspects of the 32-bit original but with a greater emphasis on diversity. The graphics have also been dramatically enhanced, with a 3D city devoid of the thick fog shrouding the buildings as in the first two titles. While it follows the movie's main story arc, delving into the circumstances that transformed Peter Parker into Spider-Man as well as his subsequent relationship with Norman Osborn, aka Green Goblin, new scenes involving Vulture, Scorpion, and Shocker were added specifically for the game.

The outdoor sequences are a vast improvement over previous versions, with a surprisingly detailed cityscape complete with helicopters, blimps, traffic, and plenty of buildings to cling to while swinging through the air. Later stages have Spider-Man sailing through rain and at night, adding to the variety. Navigation is simplified by a combined compass and height meter, allowing players to quickly see how high or low the potential target is by glancing at the corner of the screen. The smooth movement during the outdoor scenes is impressive, as players will be able to swing around buildings and quickly snap the web to either change directions or to land on a rooftop.

Most of the outdoor stages require aerial combat, made bearable thanks to a lock-on camera that centers in on a specific enemy, so you can focus on switching directions, breaking the web to land a punch or kick, and then reattaching the webbing to increase altitude and to prepare for another hit-and-run attack. Players can also fire web fluid at the target, and in the case of the Green Goblin, land on his sled for some fisticuffs at close range. You sometimes wonder what exactly Spidey is attaching his webbing to at certain points, but the rhythmic nature of the swinging offers an exciting break from the indoor levels.

The only real negative to the outdoor sequences, which represent nine of the game's 21 levels, is that you aren't given complete freedom of movement. There is an invisible barrier or wall surrounding the city, which destroys the illusion and automatically turns you around if you get too close. You also can't go lower than a certain height, which is unfortunate. It would have been nice to swoop down to the streets and interact with the pedestrians, traffic, and perhaps save a few lives in the process. Though some of the chase sequences involve quickly repairing damage caused by Green Goblin or Vulture, such as using webbing to reattach a loose billboard or collapsing tower, you don't have direct contact with the population in the outdoor levels other than rescuing your beloved Mary Jane.

While all of this movement seems complicated, it becomes almost second nature after some practice, which is encouraged by the game's training missions. These lessons may very well be the funniest practice sessions yet seen in a game, thanks to the dialogue and voice-over work of narrator Bruce Campbell, who never forgets this is a video game and seems hip to the clichés found in traditional 3D platform games as he "instructs." A welcome surprise that actually makes players want to play the training modes if only to hear what Campbell has to say next. Lessons include combat exercises, swinging techniques, and general use of the webbing.

The rest of the levels take place indoors, which are more frustrating due to some significant camera issues resulting from the closed-in environment. It rarely stays in a fixed position behind the character, so crawling on walls, zipping down from the ceiling, performing combos, and so forth can often be hazardous to your health as the camera refuses to catch up to Spidey's nimble movement. Factor in the large groups of enemies you have to confront, some toting deadly guns, and the battles can get quite hairy if you don't carefully plan a basic strategy. Fortunately there are health and web pick-ups placed at key locations in each area, since the indoor fighting can be draining in more ways than one.

The camera becomes less an issue during the stealth missions (though it's still a problem), where Spidey infiltrates the maze-like halls of Oscorp in a manner similar to Metal Gear Solid. Players must crawl along ceilings to avoid detection from patrolling guards; if they see you, they'll sound the alarms and security robots will come clanking through the doors until you're squashed. The strategy involves carefully watching the patrol routes, dropping down to access computers, and then zipping back up to the ceiling to avoid capture. Certain parts of the ceiling allow Spidey to hide behind shadows, making him virtually invisible to would-be captors. There are also roving security cameras to deal with and electrical hazards to shut down by finding the appropriate terminals.

While Spider-Man is technologically the best game in the series to date, the camera issues will frustrate more than a few players. The variety of missions is a plus, but the casualty is a lack of cohesiveness. You are jumping around from level to level doing different things without really getting a sense of accomplishment or progression. A more open-ended structure with the same swinging throughout a seamlessly interconnected city -- but with the ability to respond to various crises, missions, or boss encounters (using Spider Sense) -- would be more exciting. As an action game, Spider-Man is at its best when the hero is outdoors, and these sequences alone are worth experiencing for fans of the web-crawler.
~ Scott Alan Marriott, All Game Guide

Review: Enjoyment

The best sequences involve the outdoor levels, but there are some fun indoor stages against bosses Shocker (in a subway tunnel) and Vulture (while climbing up a clock tower). Few of the levels seem repetitive, which is great, but the camera often hinders your view during the indoor action.
~ Scott Alan Marriott, All Game Guide

Review: Graphics

Animation is smooth and the city is well detailed with mirrored buildings, flying objects, and various signs and billboards. Players can once again pick up and throw objects in the indoor sequences, and the action rarely slows down if at all.
~ Scott Alan Marriott, All Game Guide

Review: Sound

The game features the voices of Tobey Maguire and Willem Dafoe as Spider-Man and Green Goblin, respectively. Banter between Spider-Man and his enemies is level-specific, often situation specific, which is a nice touch. Many of the lines are funny, though Tobey Maguire's almost lethargic delivery doesn't always fit.
~ Scott Alan Marriott, All Game Guide

Review: Replay Value

Replay value is encouraged by the game's scoring system, which rewards players for performing a variety of combos, finishing a level on a certain difficulty setting, or possibly using stealth on a level instead of beating up the thugs from the get-go. The points are then used to unlock things like movies sequences, artwork, an extra mini-game in the Training menu, additional costumes, and the ability to play as a different character. Players can also try to unlock more combos for {%Spider-Man} to perform during the game by finding one of the hidden spider icons.
~ Scott Alan Marriott, All Game Guide

Review: Documentation

The manual offers brief character bios and an explanation of the game's controls and options, but players will learn more from the training exercises.
~ Scott Alan Marriott, All Game Guide

Production Credits

Company 1: Treyarch; Senior Producer: Gregory John; Creative Director: Chris Soares; Lead Programmer: James Fristrom; Lead Game Designer: Tomo Moriwaki; Audio Director: Sergio Bustamante II; Lead Engineer: Jason Bare; Lead Environment Modeler: Alex Bortoluzzi; Producer: Jontathan Zamkoff; Assistant Producer: Robert Sanchez; Game Designer: Aki Akaike, Joel Burgess, Winnie Lee, Eric Pavone, Rey Samonte, James Chao; Effects Artist: James Chao; Game Designer: Matthew B. Rhoades; Game Writer: Matthew B. Rhoades; Engineer: Jeremy Parker, Greg Taylor; Platform Programmer: Greg Taylor, Dmitry Belay, Andy Chien, Martin Donlon, Kevin Schmidt, Edik Sereda, Michael Vnace; Front End Programmer: Matt Altman, John Hall, Petrus Santoso; Tools Programmer: Bob Parkinson Jr.; Front End Programmer: Bob Parkinson Jr.; Lead Animator: James Zachary; Animator: Ryan Duffin, Jeff Hayes, Sung-hyun Kim, Joerg Fiederer; Modeler: Joerg Fiederer; Character Modeler: Arnold Agraviador, Miranda Collins, Brad Grace, Kevin Pasko; Character Texture Artist: Michael McMahan; Level Texture Artist: Michael McMahan; Concept Artist: Chuck Wadey; Environment Modeler: Travis Eastepp, Brian Morrisroe, Tony Kwok, Jake Santa Ana; Level Texture Artist: Peter Chen, Wendy Davis, Chris Erdman, Peter Diesen Hosfeld; User Interface Artist: Andrew Swihart; Cinematics: Jon Lauf, Tim Smilovitch; Cinematics Texture Artist: Dusty Peterson; Senior Sound Designer: Douglas Rappaport; Sound Designer: Kris Giampa; N.G.L. Producer: Derek Tarvin; N.G.L. Architect: Wade Brainderd; Next Generation Libraries: Slava Dzhavadov, Florent Gluck, Srini Aouie Lakshmanan, Michael Montague, Krassimir Touevsky; Additional Sound: Tom Hays; Aditional Programming: Asen Kovachev, Matthias Schill, Ryan Borner, Paul Edelstein; Additional Art: Allan Cabal, Christopher Peacock, Letty Samonte, Eliot Cail-sirota, Diego Torroija, Casto Vocal, Michael Wikan; Additional Sound Design: Keith Arem; Additional Cinematics: Blur; Quality Assurance Lead: Al Barasch, Sean Johnson; Quality Assurance Tester: Carlos Monroy, Ian Doss, Marc Droudian, Hans Wakelin; Voice of Spider-Man: Tobey Maguire; Voice of Peter Parker: Tobey Maguire; Voice of Green Goblin: Willem Dafoe; Voice of Norman Osborn: Willem Dafoe; Voice of Tour Guide: Bruce Campbell; Voice of Harry Osborn: Josh Keaton; Voice of Mary Jane: Cat O'Connor; Voice of Vulture: Dwight Schultz; Voice of Shocker: Michael Beattie; Voice of Scorpion: Mike McColl; Voice of Bone Saw Mcgraw: Jay Gordon; Voice of Dr. Stromm: Peter Lurie; Music Composer: Michael McCuistion; Music Conductor: Michael McCuistion; Principle Orchestrator: Nerida Tyson-Chew; Additional Orchestration: Larry Rench; Engineer and Coordinator: Juraj Durovic; Music Preperation: Greg Ellis Music; Synthesizer Programming: Michael McCuistion; Music Mixer: Mark Mattson; Music Support Services: Paul Chew, Katherine Dixon, David Wilson; Company 2: Activision Publishing Inc.; Producer: Matt Powers; Associate Producer: Brian Pass; Production Coordinator: Jay Gordon; Senior Producer: Marc Turndorf; Vice President N.A. Studios: Murali Tegulapalle; Story Writer: T. Q. Jefferson, Matt Powers, Marc Turndorf; Executive Vice President World Wide Studios: Larry Goldberg; Director of Marketing: John Heinecke; Marketing Associate: Matt Geyer; Trade Marketing Manager: Elisabeth Noyes; Publicist: Lisa Fields; Vice President of Marketing: Tricia Bertero; Executive Vice President Global Publishing and B.M.: Kathy Vrabeck; Legal: Michael Walker, Michael Hand, Kelly D'Angelo; V.P., Creative Serives: Denise Walsh; Mgr., Creative Serives: Jill Barry; Art Director: David Dalzell; Art and Storyboards: James Mayeda; Additional Design: T. Q. Jefferson; Quality Assurance Project Lead: Jason Potter; Quality Assurance Senior Project Lead: Kragen Lum; Q.A. Console Manager: Joe Favazza; Floor Lead: Bruce Campbell; Tester: Drew Koupal, Paul Fortin, Hunter Phelan, Terry Winston, Daniel Jawed, Derek Faraci, Jason Jackson, Vicente Sison III, Jarrod Jenkins, Ricjuane Jenkins, Lip Ho, Matt Conley, Geoff Olsen, Leonel Zuniga, Jef Sedivy, Jonas Anderson; C. S. Manager: Bob McPherson; C.S. Information Lead: Rob Lim; C.S. Escalation Lead: Rob Lim; C.S. Phone Lead: Gary Bolduc; C.S. Email Lead: Michael Hill; Company 3: Sony Pictures Inc.; Spider-Man Theatrical Sound Design: Stephen Hunter-Flick; Sony Pictures Consumer Products: Mark Caplan, Eric Thomsen, Laetitia May, Paige Brown; Company 4: Marvel Enterprises Inc.; Legal Affairs: Seth Lehman, Joshua Silverman, Carl Suecoff; Sr. V.P. Consumer Products: Russ Brown; Sr. V.P. Promotions: Russ Brown; Sr. V.P. Media Sales: Russ Brown; Company 5: Blur Studio Inc.; Creative Director: Tim Miller; Creative Editor: Tim Miller; C.G. Supervisor: Aaron Powell; C.G. Producer: Sherry Wallace; Animation Team: Tom Dillon, Sam Gebhardt, Asier Lavina, Marlon Nowe; Concept Work: Chuck Wojtkiewicz; Storyboards: Chuck Wojtkiewicz; Company 6: Forward Never Straight Productions; Studio President: Chris Hepburn; Studio Engineer: Mattt Stubbs; Package and Manual: Belinda M. Van Sickle, Erik Jensen
~ Keith Adams, All Game Guide
Search unanswered questions...
Enter a question here...
Search: All sources Community Q&A Reference topics
 
 

 

Copyrights:

Games. Copyright © 2008 All Media Guide, LLC. Content provided by All Game Guide ® , a trademark of All Media Guide, LLC. All rights reserved.  Read more