121 Reviews liked by RandomContent


a game that i will always adore. it's impossible to divorce this game from how it made me feel playing it as a 5 year old, and any time i replay this game, that precious joy is evoked. level design peaked here with levels that end up being the perfect length so they don't overstay their welcome, and the variety of levels aids this game, despite what popular modern consensus says. i do share the sentiment that they could've likely cut off a jet ski and motorcycle level or two to make room for another platforming level, but my playthroughs of this game never leave me feeling unsatisfied. i especially love how time trials are handled here, as the changes in boxes and added element of time stopping radically change how you'd view a level compared to the initial run.

i dunno man! i just love this game. i love the level themes, i love the bosses, i love the music, i love the graphics. . . it's just one of my favorite games i've ever played. i have very little negative things to say about this game, and i can only say that there will always be a deep reservoir of love in my heart for this thing.

I don't think I've been filtered faster by a game in my entire life. This game starts to stray from the few things I enjoyed from BK real fast, in pursuit of simply being BIGGER. Characters can't help but flap their lips with no end in sight, and the camera dramatically pans like I'm visiting the Eyewitness Museum every time I do one little thing. There's what feels like three times the amount of ground to cover, with no new movement techniques to compensate. Even with the game granting you all your abilities from BK at the start (a nice bit of continuity), I feel like there's nothing to actually use them on, so the game keeps piling on even further moves to compensate. Ooooooor, they'll just let you play as Mumbo, because there CLEARLY wasn't enough to engage with already. Sometimes the game gives up on pretending it's a platformer and just becomes a first-person shooter. I am constantly getting lost in these massive, labrynthian areas, even with the multiple warp pads.

It's really overwhelming, and I'm not having fun. I think it's best I leave it at that before I further trample all over the childhoods of the people who think this is an uber-masterpiece.

It makes me sad that this is Sly's swan song after Sly 3 ended so perfectly. The story and characters in Thieves in Time are silly and childish. The characters feel like bad parodies of themselves, and I can't take any of the villains seriously. The Cooper ancestors don't really add anything to the story.

I could possibly forgive this game a little if it was at least as fun as the original trilogy, but everything has been copied in a way that's just slightly off. The characters feel weirdly heavy to move around and the double jump isn't as snappy. The game still consists of a series of missions in a small map that lead to the big heist, but these missions are painfully linear and handholdy, and the costumes mechanic is horribly slow and clunky to use. The Cooper ancestors are all just Sly with one extra ability that doesn't make any meaningful difference to gameplay and only has a use where it's required to progress in missions. On top of all of this, the load times are extremely long and the framerate is inconsistent, making the game feel a lot less smooth than the trilogy.

I really tried to enjoy this game for what it was and form an opinion separate from the popular fan consensus, but even ignoring the bad story, it was rarely fun. There were some good missions but they were few and far between. It seems the new dev team didn't quite get what made Sly good.

This review contains spoilers

76

Oh boy. I don’t even know how I’m going to review the entirety of this game, but I’ll try my best—so bear with me. I have a lot to say, I’ve written the most notes I’ve ever had for a game, and I’ll be going through most of what this game has to offer in excruciating detail so sorry in advance for the massive essay that you’re about to read—or won’t, I can’t really blame you.

So. Marvel’s Spider-Man 2. Is it good? Fuck yeah. Does it have industry-leading visuals—from the animations to the cinematics to the all-encompassing presentation? Fuck. Yes. Does it improve upon its predecessors in every comprehensible way? Also. Fucking. Yes. But does it do anything particularly… new? Does it reinvent the wheel? Does it improve any gameplay mechanics—any side content in big, substantial ways? Ehhhhhh. Not really. I’m not going to lie and pretend like I was expecting more, because I actually wasn’t… my expectations for this game were perfectly met. I never thought it’d massively improve the web-swinging, or give combat more flair and diversity. I never thought it’d make the open world feel more lived in or brimming with detail. So I’m not that disappointed, I’m perfectly content with what we got—I mean, this is a game I gave a four star rating to—a low four, but a four nonetheless. This is a great game; however that may change with subsequent playthroughs. So from here on out, I’ll be breaking everything down—from the swinging, to the combat, story, characters, side content, and so on.

The swinging. Yes, it has improved, and I fear it’s gonna be tough going back to the first two games because it’s just an absolutely monumental step-up (but not in the ways that matter). The speed is three times as fast, and that alone would make the last two games obsolete; but on top of that they also add things like the web wings, loop de loops, and corner tethers. And as I said before, it’s a huge improvement—I mean shit, you fly through the city like you’re Superman, constantly weaving through buildings and alleyways at insane speeds; all while doing tricks and precise movements. It’s a lot of fun. And this may be an unpopular opinion, but the corner tether is my favourite addition. In the first game I was missing the feeling of being able to change directions while maintaining momentum, and now that I can—it opens up the skill ceiling and makes every swing impactful. When it comes to the web wings, I don’t like abusing them too much—since you easily can; so using them in tandem with the swinging—like for example, quickly activating them after letting go of a web in hopes of clearing a rooftop by barely staying above ground, is when they’re at their best and feel meaningful. Loop de loops are pretty good too, although I wish you could use them whenever you wanted, without diving—and multiple times during a single web swing; because as they are now, it’s purely for a speed boost and does little to nothing for style. And this is sadly where the positives end. This game is missing so much in regards to traversal. It took five whole years to make—a pretty standard life cycle of a AAA open world game; but given that huge amount of time, I wanted more. I wanted more innovation, more things to do, more mechanics to learn and master over the course of my playthrough… and I got none of that. How come Spider-Man 2 (2004), Ultimate Spider-Man, and Spider-Man: Web of Shadows still have more swinging mechanics? Where’s web climbing? Where’s wall running (down)? Where’s the ability to wrap around buildings? Where’s the ability to run along the ground while holding a web? Web zipping up? Pole swinging? And it goes on and on… I can only imagine how long-lasting this game would be if it had all of those things, I can’t even fathom the amount of insane variations and combinations that you could pull off, and it would lead to a far more interesting and memorable experience than whatever we got here. Just imagine the possibilities. The only things they added to actual web swinging are loop de loops and corner tethers… That’s it! Two new mechanics… and no, the slingshot and the wings don’t count as one has nothing to do with webs, and the other is only a stationary boost. This can be applied to all three games, but something that should’ve been in this one, and only in this one… is a unique style of swinging when using the Symbiote. And of course, they fumbled it… what a fucking missed opportunity. I’m genuinely annoyed that they didn’t do that. Why? Like I get that they have to design a whole new animation set, but it’s part of the package when you center your story around this arc. I should feel Peter’s anger, his frustration, his power. It should feel different and have more weight. But it doesn’t. It’s literally just a suit gameplay-wise. I’ll talk a little more about this in the combat section, because this applies there too… So while there are improvements to the swinging, it’s still severely lacking a lot of things that would truly elevate it and make it great; and I imagine it won't be long until I get bored of it.

So with combat, many of the same things can be said; there are improvements, but it’s still lacking moves and mechanics that won't let it flourish into something that’s able to keep my attention for more than two playthroughs. There are some new enemies: robot dogs, talons, symbiotes, and both the hunter and flame factions have a few enemies that will encourage you to play differently due to their moves. But for the most part, there aren’t too many enemies that will challenge you in unique ways, you’ll be using the same moves that you have been using for the past two games. It’s just more of the same. The skill tree offers a decent amount of upgrades, but most are very miniscule additions that won’t change up encounters in meaningful ways. A lot of them have to do with air combat, and it’s just stuff like: bounce them off the ground, web zip behind them, slam them into the ground… it’s all just very gimmicky and not something I used a lot. I really like the yank upgrades though, casually yanking enemies off of buildings or over obstacles was very fun and has a lot of comedic potential due to the ragdoll physics. They also add a parry attack—which I was a bit skeptical of for the first 10 hours or so, but once you get the hang of it—it’s actually quite rewarding and satisfying, so no complaints there. But one massive improvement over the last two games are the gadgets. They no longer feel like cheating, and are instead in service to the flow of combat; they have better activation, which is done with the right bumper instead of manually bringing up a wheel that slows everything down. But okay, coming back to the symbiote suit… it offers nothing in terms of gameplay. Yes, there are some abilities and a rage meter, but those aren’t exclusive to the suit. Don’t get me wrong, I did actually like the abilities! (All of them! Even the arms and venom powers). They’re fun. But I wanted new animations for when you’re using the suit, I wanted Peter to feel more unhinged and violent, with punches and kicks that you can feel he’s not holding back on; and I don’t mean I want him fucking killing people, of course not—but there should be a difference, as there was in Web of Shadows. Like you can’t even switch to the symbiote via a button press like you could in that game! That’s something that should’ve absolutely been in here, it’s literally a requirement as every other Spider-Man game that features a symbiote story has done it (except Ultimate I guess). And I’m shocked that more people haven’t brought this up anywhere. To be completely honest, the symbiote is this game’s biggest disappointment gameplay-wise. There’s nothing there. It’s just a shame because I don’t know when we’ll get another symbiote story that’ll properly utilize that aspect in the gameplay department. I can’t understate how happy I was about the difficulty increase though! I feel like the first game’s “ultimate” is this game’s “amazing”, which really puts into perspective how easy the first game was. I genuinely had a harder time with some of the bosses, which are thankfully miles better than in the previous game. They’re not as scripted as they were before, with more of a focus on actually… fighting the villains; instead of stunning them only to then spam the same four attacks over and over again. It’s refreshing. I love the health bars too! Supporting my point even more, since it actually feels like a fight and less like a controllable cutscene.

We’re going to heal the world.

The story of Marvel’s Spider-Man 2 is the best thing about it. It’s the only reason I gave it this high of a score. I love the first two acts, with the third dropping off in quality due to some creative decisions; but still keeping the jaw dropping spectacle and emotion that made it special in the first place.

The first act largely focuses on Sandman, introducing and developing Peter and Harry’s friendship, and setting up Kraven and his hunt. In typical Spider-Man fashion, it opens up with a boss fight that is entirely a flex on Insomniac’s part… these developers are fucking wizards—the whole segment is pure spectacle and a showcase of their tech. The moment when Miles gets flung across New York, and slingshots back is insane, and was in large part implemented to showcase the power of the PS5’s SSD. And yeah, shit was wild. I was in awe. As much as I love these big set pieces, I also like the slower—more deliberate bits where you play as Peter or Miles. Walking through May’s house and Miles’ apartment adds a lot to these characters, especially to Peter—as May’s house lets us see his history a bit more, not to mention the countless references to his early days as Spider-Man. Even the bike ride and the high school flashbacks with Harry are meaningful in establishing this universe’s relationship between the pair; and at times reminded me of a coming of age movie. Friendship, nostalgia, bonding. It’s all there, and their chemistry instantly made me love them as a pair. I think this is the best Harry we’ve seen since, like, the original 60s comic run—for me anyway. And on the other end we have Miles. His story is generally much weaker than Peter’s imo. Don’t get me wrong, I like it—but not nearly as much as Peter’s. At this point he’s struggling with writing his 500 word essay—which by the way… what the fuck? I’d have that done in 30 minutes! But the game is clearly trying to juxtapose the typical Spider-Man formula, Peter is the adult mentor now: dealing with mortgages, prioritizing relationships. Whilst Miles is taking on the more standard Spider-Man storytelling approach: writing an essay, tunnel focusing on Martin Li, etc. It’s all things Peter was doing back in his highschool days, and I like that shift. It’s clever. The two interacting is wholesome, and I love the little moments: the fist bumps, the hugs, the casual conversations, it’s a heartwarming dynamic. I haven’t been talking much about Kraven thus far, and there’s a reason for that; I wouldn’t say he’s a big part of the story. Sure, he acts as the catalyst for everything that’s happening, but he’s never given much screen time or development besides some notes in his mansion. He does propel the story forward though, like with the carnival segment. We get our introduction to the symbiote suit thanks to him, and there’s a moment during this bit that’s one of my favorites from the game. It’s when Peter is trying to save the people on the rollercoaster—everything keeps going wrong, he’s running out of strength, out of time, and he says “I’m sorry” to one of the civilians. It’s a rare look at a Spider-Man who can’t save someone; and I know he always loses people, but I mean a regular civilian… he always saves those, right? And Yuri Lowenthal’s delivery there was just nothing short of brilliant. The pure desperation in his voice hit me so hard. And it’s funny that Harry finds out Peter is Spider-Man in such a casual way during this very moment, which brings us to the end of act one with the rooftop scene. It’s also a good time to mention just how good Harry’s theme is… full of wonder, aspiration, and hope. John Paesano cooked so fucking hard with this motif, and the score in general.

It makes me a better Spider-Man

With the start of the second act, we’re delving more into symbiote territory—with Kraven and Lizard becoming more of the focus. This isn’t to say that Kraven becomes more of a character, because he doesn’t, not really. He’s still being used as the catalyst for every story beat; but now the game is amping up with the set pieces and general story-esque stuff. This is when Insomniac takes a shot at telling an Agent Venom story for a bit, Harry doesn’t don the name or anything, but it’s clearly the inspiration—suit and all. And this is honestly one of my least favourite sections. The segment where you infiltrate a hunter hideout with Harry to rescue Tombstone dragged on for way too long. It was just wave after wave of countless enemies, it felt endless; and it just got stale because I hadn’t really unlocked many skills at that point, so I was essentially just spamming the most effective attacks in hopes of finishing that fucking mission as quickly as possible. But it was worth it, because straight after we get a cutscene of the symbiote stealing Peter’s logo—which was awesome! But shortly after this, we get the return of an MJ mission… and fuck me, man. It wasn’t good. I don’t want to play as MJ in a Spider-Man game, plain and simple. I know that Insomniac wants to show that she’s just as capable and strong, but from a purely gameplay perspective, it sucks, and it’s not fun; I don’t care how many gadgets you give her. But thankfully it leads into a great segment where you’re desperately trying to save Dr. Conners, when Peter gets stabbed by Kraven. And this is of course how he gets the symbiote. I love this moment, it’s so satisfying to immediately hear Yuri go into bully mode. I like the little touch of Peter not knowing how to give the symbiote back because deep down he really doesn’t want to; I don’t think it was purely the symbiote’s doing. During this you get to see him use it more and more, slowly becoming obsessed and addicted to it—after seeing that it can change outfits on command, subtly help via a mind of its own, and of course induce passive bonuses like more strength, speed, etc. You even get the first little taste of the suit taking over when a hunter surrenders, and in response Peter literally chucks him through a window, I find it weird how Peter recognizes that it wasn’t his doing—I feel like they should’ve just let him not acknowledge it, considering it’s never brought up again? But whatever. Past this point is the start of the Lizard mission, where you’re tasked to search Conners’ home; and there’s immediately something different about this one. Peter is angry. You can hear it in his voice. He’s frustrated that the hunters are targeting someone who’s only trying to be a better person and live a normal life, someone who misses his family, and you get the sense that his downward spiral has truly begun; specifically after this mission, as that’s when he starts speaking new lines when fighting crime, and just generally starts being a complete asshole. My personal favourite is “A break-in? I’ll break them!”, it’s mean, blunt, and straight to the point—as he should be during this whole segment. I also noticed how the swinging music is now a twisted and more menacing version of the default track which perfectly reflects Peter’s mindset at this given point. This is a slight nitpick, but I wish civilians reacted differently to Peter when he’s on the streets. It’s very out of character when you approach them and are given the exact same gestures that he would normally use without the suit—but I digress. After finishing the second Lizard mission is when his arc is in full force, he’s arrogant, cocky—and in denial about how much damage he’s causing. Now I know what Yuri meant when he said he researched the behaviours of addiction… he even starts saying shit like “Destroy us?” and “So let’s see who we can help out here!” which is so fucked but SO cool at the same time. Although I found it strange how these are the only two instances where he refers to himself and the symbiote as a pair, he never says “us” or “we” ever again after this, and I wish it was more of a naturally occurring thing. After Peter goes to sleep, and the symbiote starts wearing his body (which actually reminded me of the Spectacular Spider-Man show, easily one of the best adaptations of all time), you’re forced to do a second MJ mission! And… I surprisingly liked this one? It progresses the story in a meaningful way and actually has a reason for existing, unlike the other two. Seeing Peter act like a raging monster is terrifying, and placing you in the shoes of MJ works well in establishing him as a threat. The chase section adds to this even further, and is the first time we get to hear Tony Todd—who is a great choice to play Venom. But I honestly think this should’ve been the only MJ mission in the game, for the reasons I mentioned. After this mission, Peter wakes up on a bench and for a second I thought they might do a little nod to Tobey Maguire’s iconic dance scene… sadly that didn’t happen. I actually wanted a few more references to other symbiote stories that have happened throughout the years. I was genuinely disappointed that we didn’t get a side mission where you chase down Shocker while Peter is completely losing it. I was surprised by how dark this story got though, Harry leaves Peter a voicemail saying that he’s basically going to die if he doesn’t get the suit back, and Peter is just like “I wonder if Harry really needs the suit” Like Peter??? He’s going to fucking die. I love seeing the jealousy kick in with Harry when Peter talks with Norman, it’s such a classic part of any Spider-Man story; and I can’t wait to see how that dynamic plays out in the third game. At this point I was so invested in Peter’s story that whenever it switched to Miles I was left a bit bored. His confrontation with Li was good, but when you pair these two stories up together, his is noticeably weaker for me. But I still liked his boss fight; and the Kraven one leading up to Peter vs Miles was fantastic too. There’s so much good dialogue when Miles and Peter are fighting, it’s genuinely heartbreaking hearing Peter struggle this much, and I can’t stop saying it—but Yuri fucking crushes it. And a little part of me died when he took off the suit, because I knew the game would only go downhill from there, and it sure did!

We… are… Venom!

I don’t have much to say about the third act. It’s the obligatory city takeover scenario from like every Spider-Man game. It’s okay. I liked playing as Venom, that was a nice little surprise. He has a ton of well choreographed moves, and it’s fucking rad as hell that you can snap someone’s spine in half, or bludgeon them with a mace. I’m intrigued about a potential Venom spin-off game, but how exactly would that work if it’s set in the same universe? He’s dead. But honestly I’m down for whatever Insomniac cooks up. Him eating Kraven’s head was insane, and I feel like it’s a little tease from Insomniac in regards to their upcoming Wolverine game. But that’s about everything I liked. Apart from the Venom boss fight and some touching moments between Peter and Harry in their final minutes. I’m just not entirely sure I like this version of Venom. He’s depicted as more of a hive-minded creature that doesn’t exactly have its own personality, who wants to take over the planet; instead of being someone who just really fucking hates Spider-Man? And that’s fine, some people might like that—but I didn’t. It wasn’t really Venom to me, it’s almost like Spider-Man was an afterthought to him? And it didn’t work for me. Part of me wishes they went with a more traditional story involving Eddie; and I know you’ll always get the people that say “But they’re trying to do something original!” and to that I say… who the fuck cares? Original doesn’t always mean good, I’d much rather just have a story that works because it’s been proven to work before; than something that’s trying way too hard to be subversive. That’s an issue I have with Insomniac as a whole, they always try to go outside the box and do a bunch of new shit that more often than not doesn’t work. And it’s like… do they know that we’ve never actually seen a straightforward adaptation of the Venom story on screen? I mean sure there’s Spider-Man 3 (which wasn’t even fucking good), the 90s cartoon, and arguably Spectacular, but that’s it! And they could always change some minor things to not make it 1:1. But what they did here… that ain’t Venom to me; and all that for a story that I’m sorry to say… is still predictable. Apart from that there’s also that weird little section where MJ becomes Scream? I don’t know how that works, but sure! I felt like I was fighting more against the level design than her in the boss fight though. On the topic of MJ, I honestly dislike how much she’s involved in these two games. And no, I don’t hate her as a character. I just think Insomniac completely butchered her characteristics to the point where she doesn’t even resemble herself from the comics; this adds to my point that I brought up earlier—they always try to subvert characters and stories just so they can say they’re being “oRiGiNaL” but oh my fucking god. She’s straight up boring. She isn’t a good character. They’re trying way too hard to make her traditionally badass, she already was in the comics! Why change that? She was literally fighting off countless symbiotes in the finale of this game, and it comes off as borderline laughable. The weird thing is, I don’t know why they killed off like five iconic Spider-Man villains in this, while reforming the rest. I understand why they showed Scorpion being killed by Kraven, that’s fine—it adds to his character and makes him more threatening, but Rhino? Shocker? Vulture? Electro? Those weren’t even on screen, and it’s just like… Spider-Man has no villains left. The rest were reformed too: Sandman, Mysterio, Mr Negative, and I actually do like this theme throughout the game, I’m in support of it. But pick one, don’t kill off all his villains and reform the rest. That leaves no one apart from D-listers. Who does he have left? Carnage and Green Goblin, that’s it. It’s a weird decision, plain and simple. I’m mixed on the ending too, I think I know where this franchise is going long term, and I’m not happy about it. Peter decides to focus on being Peter Parker at the end, leaving Spider-Man behind—at least temporarily, until Green Goblin shows up. Aaaaaand, eh. You see, I play these games primarily for Peter, so I’m not looking forward to the third game being mostly about Miles and Silk—assuming she actually gets her powers. I don’t know. I mean she might be an interesting character, I know nothing about her, so I’m actually excited about the prospect of playing as a Spider-Woman, that shit’s pretty cool. But I still want Peter at the center because he’s who I grew up with and like the most. But I’ll be extremely surprised if Peter doesn’t retire at the end of the next game; I mean that’s obviously where it’s going, right? All his villains are either dead or reformed, he’s thinking about proposing to MJ, he’s prioritizing Peter Parker, and he’s taking a supposed break; and if Silk gets introduced then there really won’t be a reason for him to be Spider-Man anymore considering that’s two Spider-People looking out for the city. So yeah, I’m mixed on it. But either way, I’m looking forward to Insomniac’s take on Green Goblin in the next game, I’m just hoping it’s not that fucking awful Ultimate version of him. Please be the costume version, I beg! If they do the monster one I’m fucking done with Insomniac.

When it comes to the side content, I’m very mixed on it. There are a handful of good missions, that showcase Insomniac’s brilliant writing—and those missions are so Spider-Man; but on the other hand, you have countless duds that are repetitive, plainly boring, and in some cases worse than the previous two games. I’ll start off with the bad stuff. The talon missions start off fun, but soon get boring due to there being no variation, it doesn’t help that the web wings steer almost automatically, meaning these missions get incredibly easy. And this actually brings me to another good point: which is the fact that after three whole games… there still aren't any races. This is a fucking Spider-Man game, and there aren’t any races. Uhm, Insomniac??? What were they thinking exactly? It seems like a no-brainer to me, imagine like 30 or so races that scale in difficulty (Ultimate style) that aim to target different swinging mechanics; some are web wing oriented, some require you to effectively use the corner tether in tandem with the loop de loops, etc. It’s just wild to me that I’ve seen nobody bring this up. It’s just a colossal-sized missed opportunity. There are these photo missions that you have to do for Robbie, and they’re like a worse version of the landmarks from the first game. I don’t fucking care what Robbie has to say about loving NYC for the 20th time. The EMF experiments are fine, but get a bit stale due to there being only like three variations of them, I preferred the research stations; although they do have a nice payoff with Harry giving a final speech that actually got me pretty emotional. That’s a trend you’ll see with many of these; the fact that the missions themselves are boring, but the payoffs make them worth it. Symbiote nests and hunter bases are okay, but again—they’re like a worse version of the bases from the first game, and got pretty boring due to the repetitive combat system. Speaking of the combat system: crimes. Oh, they’re worse. They are for sure worse than in the previous two games, there’s less variety, and some like the car chases have been completely dumbed-down to two button presses… like what the fuck? Absolutely not. But enough with the negatives, let’s talk about the good side missions! There are some like the Sandman crystals, Spider-Bots, and Prowler stashes that are undeniably repetitive, but take almost no time to do, so I can’t really fault them. And they all manage to have nice payoffs that are entertaining to watch. Helping Sandman find peace, getting an interesting little Spider-Verse cutscene with Delilah, and a wholesome Uncle Aaron scene that shows him truly letting go of his Prowler persona and moving in above Miles’ apartment. These were easy enough and fun to do. The Mysteriums are another set of combat based missions, leading to a visually rich, and downright trippy boss fight with “Mysterio” that features you swinging in an upside down New York which was a joy to do. The flame missions were some of my favourite, they were the most cinematic of the bunch, and teaming up with a darker version of Yuri (Wraith) was fun. I loved the Carnage tease. I’m wondering how they’ll incorporate him into the story though. I think it’s most likely going to be a DLC, I don’t see them waiting all the way up until the third game just to do another symbiote story. So finally, we’ve arrived at the best missions; and those are the FNSM ones (although only like three of them). My third favourite was “Find Grandpa”. Peter sitting down on a bench, and just… talking with someone is so Spider-Man to me, and is exactly everything this character stands for. It was heartbreaking hearing Earl reminisce about proposing to his wife, all while he’s losing himself to his illness. It’s just brilliant. My second favourite was helping out an aspiring photographer, as it gave us a flashback with high school Peter biking his way to the daily bugle to deliver some photos to Jameson. This one was hilarious, and it’s literally just because Jameson was yelling at Peter the entire time. And it’s pretty obvious which one was my favourite… Yes it’s the Howard one. I don’t even need to say why, it was—again, so Spider-Man to me; all for the same reasons the “Find Grandpa” mission was brilliant too. And doing both of these missions with the TASM2 suit was the perfect choice. The other FNSM missions weren’t that memorable, and the Brooklyn Visions ones were also pretty boring because of the monotonous objectives; although I did like the two cultural museum missions that showed a lot of real artists and musicians, which was cool. So overall, most of the side content is filled to the brim with repetitive objectives that fail to be consistently engaging, but have some standouts that showcase good writing, and emotional payoffs.

I want to talk about some missing features, since this game was very clearly rushed out the door. My main complaint is the missing weather/time of day change; I would give anything to be able to use the classic symbiote suit while swinging during a stormy night. I know they’ll most likely implement it in December, but as it is now—the swinging gets boring purely because of the repetitive time of day. You also can’t replay missions, listen to the JJJ or Danikast podcasts, see a social media tab, or play NG+. I just wish NG+ was in here at launch because the game doesn’t take long to beat, so it’d be nice if you could jump right back in. My other big complaint is the suit selection. They… for some reason… didn’t do one symbiote variant per suit; again, it’s just another missed opportunity that seems like a no-brainer to me, and instead of doing this, they add a bunch of awful suits and on top of that—stupid variations of those suits. No symbiote advanced 2.0? But mustard coloured? Hell yeah! Who the fuck wanted this? And it’s also wild to me that Miles literally has more symbiote suits than Peter… uhhh like what???? Miles has 12, while Peter only has 10—and that’s being generous! He actually only has seven (I was counting the black and white variations of some suits). They also removed a lot of suits from the first game: Spider-Armor Mk. 1-4, Dark, Noir, Secret War, Stealth (one of my favorites), Vintage, Scarlet Spider II, ITSV, Future Foundation, etc. All of these were great, and got switched out for so many fucking dreadful ones. Oh and Miles gets a new suit at the end, and it's one of the worst Spider-Man suits I've ever seen in my life. Kill me. I hope all of these things get implemented through future updates, because if not—it’ll forever be an unfinished game.

So lastly, that brings me technology/face models/bugs and general technical stuff like that. The first thing I noticed was how incredible the controller felt in my hands. The adaptive triggers and haptic feedback never fails to impress, and makes everything so much more immersive; I actually loved how it emulated a beating heart during the “Peter’s dying” section. Just incredible. And Insomniac constantly showing off with their data streaming tech is beyond impressive; when you’re chasing Black Cat as Miles, you’re going through so many portals to different sections of the map, and even to fucking Antarctica at one point; it’s so cool. I also appreciated the dedication to giving players the option to turn off swing assist, which is obviously nice because having options is always good. Personally I played the entire game at swing assist level three, and it was a lot better than the default 10; because it gives you a lot more freedom and just makes it more challenging. Sadly I’m not really a fan of the face model changes; Peter is great—I actually prefer it to the original. But MJ specifically looks really off now; and no! I’m not part of the whole “Women are ugly now!!!” group that are pushing that narrative within the games industry. Fuck those people. I just mean that her face sorta lands in the uncanny valley area, and the eyes are strangely static? Whereas before she had a lot of expression. Her hair is a very clear downgrade from the first game too, as it looks really grainy? I think they just needed a bit more time to work on the faces in general; because almost everyone except Miles and Harry have a lot of moments where they look strange. Oh and I hate JJJ’s new face, he looks really weird when compared to his picture in the previous games. I can’t stop laughing at it. And finally, there were quite a lot of bugs that I experienced. Mostly visual but a few softlocks that made me restart my checkpoint, but it’s not that big of a deal because it takes literally one second to reload.

So yeah, these are my thoughts on Marvel’s Spider-Man 2. Quite a lot of unpopular takes here so try not to get triggered over them, it’s only my opinion! But nonetheless, I’m still excited about Insomniac’s take on these characters and their future within this franchise. If you’ve read this far, thank you—and I hope you got something from it. But I am never writing another review this long. It probably came off as very jumbled and disjointed but whatever!

Playtime: 29.4 hours

Every Game I've Ever Played - Ranked (By Score)
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Insomniac - Ranked
2023 - Ranked

I just wanna play the DLC man.

Listen, this game is perfect. It nails atmosphere, storytelling, world building, challenging and fun combat, and a list of fantastic bosses. The fact that I played this game via PS Now on my PC and I still rate it this way should say a lot. This game NEEDS a remaster and port to PC. It's simply not fair that people haven't gotten to play this. Also the PS Now version didn't include the Old Hunters DLC so...gimme gimme.

What a phenomenal game. I went into this one thinking it was going to be kind of middle of the road, seeing as I haven't heard much about this one, but I was very very impressed.

The graphics, story, locations, and characters have all been levelled up since the last one, I was staring in awe at many of the incredible locations in this game. The fucking overgrown mansion in the beginning, the ship during the storm, riding on horseback through the desert, holy hell this shit was awesome.

I really enjoyed the locations in this one more than the last two, since both of those kind of took place in more or less similar locations, this one being mostly in the desert (with some parts in the forest and at sea,) I really enjoyed the variety.

The story was also VASTLY improved over the last one, I really care more about the characters in this more than ever, and I think they started really writing a story that makes me want to keep playing, that isn't just "we need to go here to stop the bad guys blah blah blah."
I loved Sully and Nate's relationship development in this one, I love these characters and I think they did a really good job of straining their relationship and strengthening it. When I thought Sully died I was so pissed, and so relieved when he was alright. It was great to see their backstory, and it is just great to see how good of friends they are.

The villain in this was pretty much just as generic as the other ones, I don't think I cared for her in the slightest, but I hated that slimy fucking henchman MF.

I feel like the difficulty was spiked in this one compared to the other ones, a lot of times I thought I made a direct headshot didn't land on the enemies, and I was dying wayyyy more to the gunfire than in the other ones.

Overall I had a blast, and I am happy my expectations were exceeded!! I am very excited to play the final game in the series, I've only heard good things!!

As someone who liked The Legend of Zelda: Breath of the Wild quite a lot, but didn't see it as the masterpiece that everyone else did, I went into The Legend of Zelda: Tears of the Kingdom with somewhat positive expectations, as the only thing I really asked of it was for the gripes that I had with the first game to be remedied. At first, I partially didn't want to pick this game up too soon before playing through some other Zelda games first (which is kind of why I powered through Ocarina of Time over the past week or so), but once the FOMO kicked in, I finally went out of my way to buy the game around five weeks ago and have been playing it since then. Even if I wasn't on board the massive hype train that had been chugging across the internet for six years, Tears of the Kingdom still managed to have me feeling let down and burned out by the time my 55-ish hour playthrough was over, and while it's definitely a good game, a lot of that didn't feel like it came from the new ideas that Nintendo brought to the table this time around. Despite the game's sleek presentation, six year wait, and $70 price tag, Tears of the Kingdom felt less like an actual sequel to Breath of the Wild and more like a standalone expansion or DLC, as it simply adds stuff on top of the previous game rather than truly refining or revamping the formula. Rather than fixing the same-y shrines, level scaling, repetitive Korok challenges, forgettable sidequests with pitiful rewards, flat-out bad voice acting, or even the Z-targeting which they somehow haven't figured out how to switch targets for since 1998, Nintendo decided to add a new set of powers and two new areas, and all three of these managed to feel flawed in their own ways.

The main selling point of Tears of the Kingdom seems to be the Ultrahand with how it lets you build vehicles and structures using Zonai devices, but I got sick of it very quickly. In Breath of the Wild, the physics engine wasn't really that much of an issue, but since this new game draws so much attention to it with its emphasis on building stuff, I ended up having to spend minutes at a time just attaching and reattaching parts and devices at the right angle due to how finicky the whole system was just for the build to not even work when I turned it on. The implementation of Autobuild felt like their way of fixing this by having you instantly reconstruct builds that you've already made, but this just felt like Nintendo solving a problem that they created in the first place rather than just avoiding it entirely. When I wasn't rebuilding the same flying devices or combat devices, I'd often just glide or climb my way to get to where I wanted to go just so that I wouldn't have to deal with the hassle that came with trying to play with Nintendo's new box of LEGOs, and even then, the ability itself wasn't substantial enough to the point where it made me go "Wow, these guys really broke new ground". The other three powers were decent enough additions, but they all just sort of felt shallow and one-note, as Fuse was less about experimenting with different weapon and material combinations and more about just picking the material that did the most damage, Ascend only really let you phase through the smooth, flat surfaces that the developers wanted you to phase through, and Recall just became a case of either "throw the projectile back at the enemy" or "grab the material that Tulin blew off of a cliff because you were trying to pick it up and both of these actions are mapped to the same button".

Along with the middling new selection of powers, Tears of the Kingdom decided to add a whole two new area types, and neither of them felt all that compelling. A lot of the game's marketing tried to make the new Sky area seem like a big part of the game, but its implementation is comically insignificant. Although the initial tutorial area in the sky is huge, all of the game's other sky islands are incredibly small, and the slightly bigger ones house little more than Zonai dispensers, shrines that make you bring a crystal to a specified location over and over again, and a copypasted miniboss made of blocks. Even if the sky felt lackluster, it doesn't compare to just how lame the Depths were to me, as all you do there is mine more Zoanite for your builds and light up lightroots so that you can light up more lightroots. Even if you try to explore the Depths to find items like new armor pieces, each of the Depths' sections is literally walled off, so you have to constantly go in and out of the Depths through different craters just to keep exploring an already dull area. Going into this game, I was expecting it to feel similar, but I was genuinely surprised to see how little of the main overworld changed when compared to the first game. Granted, the main towns and the areas where you meet the sages have been affected by the in-game Upheaval, but other than that, the world of Tears of the Kingdom looks and feels exactly the same with its world layout, regions, and backwards sense of progression, and the sense that I was just playing more Breath of the Wild was what made get really fatigued with this game really quickly. Even the supposedly new temples felt pretty much the same as the Divine Beasts from the previous game, although they came packaged in with laughably easy boss fights, puzzles that could be beaten in a good two seconds, and the literal exact same cutscene after each temple that feels duller and duller each time it comes up.

To me, one of the elements that made Breath of the Wild feel so refreshing was how little the game tried to steer you in the supposed "right" direction, but I felt that Tears of the Kingdom sort of fumbled this by placing a greater emphasis on its story. Instead of opening the world to you right from the get go like the previous game, Tears of the Kingdom makes you sit through a lengthy, handholding opening sequence and a lengthy, handholding tutorial, and even quite a few of the shrines that you find in the world were straight up tutorials for the game's mechanics and physics rather than actual challenges. The actual story is decent enough, but a lot of it got held back by the choice to include a lot of it through the collectible Dragon Tear cutscenes. Not only did the cutscenes themselves largely consist of stiff characters spouting exposition, but the narrative of the main quests doesn't totally mesh with that of the Dragon Tears, as the game acts as if you're unaware of the reveals and details that it already showed you. I understand that this review is largely negative, but I want to clarify that I did enjoy my time with Tears of the Kingdom. The core gameplay from Breath of the Wild is already fun on its own, and my Switch battery went from fully charged to 0% practically every time I picked the game up, but since those ideas felt a lot fresher back in that first game than it does now, simply repeating it while including a few new additions wasn't enough to make me go head over heels for this game. Tears of the Kingdom is definitely a solid game, but it's also one of the most disappointing games I've played in a long time, and even with its flaws that I consider to be glaring, it will still manage to win Game of the Year because people seem to eat this sort of thing up.

One of the best games I've played. Pretty much unmatched in atmosphere, lore and allegory.

Literal perfection, while this game doesn’t have the most solid bosses compared to Dark Souls 3’s plethora of quality bosses the innovative rally mechanic easily buts this game on the top, not to mention it has an absolute banger of an OST

A game that provides awesomely fun mechanics to build almost anything you can think of, which you can then use to bypass all the monotonous shit that isn't fun, which is everything else in the game.

Holy smokes. What a game. No other Batman game could ever even try to reach this masterpiece. Whoever hasn't gotten to enjoy roaming the streets of Gotham in this one I STRONGLY suggest that you do.

Pretty good. The new dungeons are fun, the building is janky but enjoyable, the new areas are cool. The greater enemy variety, the honest to god bosses, and the overall pretty well designed world map revamp make this game. It's basically a jankier weirder BotW.

I'm not super hot on the new powers--there was an elegance to Breath of the Wild that I appreciated a lot. Sequence breaks and shrine skips in that game feel cool and earned because you're working within boundaries definite enough that breaking them is an accomplishment, often requiring obscure knowledge like the shield surf double jump or the use of special weapons in combination with slate powers. Tears of the Kingdom sometimes had a really good puzzle, but I was able to cheat at a lot of them very easily--many minecart puzzles are weak to the minecart shield, many gap-crossing puzzles are weak to gluing everything in the vicinity together into a huge bridge. Overall it's fun and technically very impressive, but it loses something in its versatility. (As an aside, Ascend is such a half-baked idea for a mechanic in a game already basically centered around different ways of gaining and losing altitude. It comes in handy occasionally but 90% of spots designed to require it could have had a ladder or climbable wall available and functionally changed nothing.)

The plot is written terribly and is structured very badly. The characters are paper thin, the voice acting is generally wasted on pointless material, and if you do things remotely out of order things start falling apart--do the memories sidequest before beating the dungeons and you will tear your hair out over Link's inability to share critical plot details with everyone, ignore the game nudging you towards exploring certain areas first and you'll be locked out of game mechanics until you cave and do what they tell you.

The new enemies are genuinely very very cool. Gibdos rock and should have gotten more screentime. The final boss is my favorite fight in any Zelda game, I think, from a gameplay standpoint at least.

Also the game is broadly very pretty and I very much appreciate that exploring the map and completing segments of the game makes it prettier (removes environmental hazards, turns off big ugly map tower spotlights) whereas BotW rewarded you for completing parts of the game by permanently ruining the view with laser pointers.

It's a weird game. There are things in this that I really hate and things in it that I really like. The moment to moment gameplay is quite good, so I would recommend it overall, and I think in some ways it corrects problems I had with BotW and hits some of the 'classic Zelda' notes the last one was missing. But I also think that viewed as a whole it's a worse game than BotW that loses some of the charm by the very act of trying to recapture it.

Playing it in 2023 for the first time is a weird experience, especially since I first played the series back when it came out. On the one hand it's almost inevitably going to be less impressive than when everybody was raving about it back in the day, but now there's also nostalgia involved. What's more, what I found most interesting (and useful for future endeavors) was the understanding that playing a DLC long after the original game means there's been enough time for the cup of pleasure that carried the name of the original game to empty due to time and for there to be more room for enjoying the same old thing. Meaning, shouldn't play DLCs right after the original game because you're just gonna be a bit bored. Give them time.

And oh boy is this a good Bioshock game. Perhaps even my favourite out of them all. Small enough to not overlive its welcome, tight enough in its story and mechanics to feel like a tasty little package, and yet still long enough as well to not leave you feeling like you want more. And the little twist (that’s inevitable with any Bioshock game) doesn’t feel as preposterous as it sometimes does; I even quite liked it.

And to imagine, having finished this I was excited for The Burial at Sea DLCs (which I ended up considering either okay or outright bad). Oh well, at least there’s this.

A continuation of the base game that feels much less ambitious and more tedious than the main campaign.

For a story with rivaling gangs as its crux, it's surprisingly bloodless. This anemic presentation also serves as a good metaphor of the rest of the DLC's content, which is bursting at the seams with repetitive missions and uninteresting plot lines. While my individual reviews go more in-depth, I'd still like to emphasize just how badly the central conflict with Hammerhead is fumbled. There's very little driving his antagonism other than "Hammerhead is bad" and "Spider-Man is in his way." I also really couldn't get over how off-putting mafia thugs in mech suits were. The visual style ended up being a bland homogenized mess.

Combat from the base game was generally good and left unchanged in the DLC, but the excessive and unvaried missions stretched a good thing to its breaking point. Getting 100% completion was painfully devoid of fun.

And while all that might sound scathing, this DLC did have some bursts of fun. And besides, it at least sets the stage for more good things to come.