99 Reviews liked by Ribeirok


Short but sweet, a very engaging and enjoyable puzzle game with a beautiful visual style. The puzzles are cleverly designed to never get too frustrating and it never stops feeling great to solve each new language.

A well-crafted game, short and sweet. The climbing mechanic is enjoyable and somewhat challenging, but I was more driven by simply exploring the environment and gradually uncovering its history. The world art style works magnificently for this game, and manages to be readable and beautiful at the same time. If you have 4 hours to spare, don't skip this.

It's okay. Nothing remarkable. I appreciated seeing Banang, but I did not appreciate Michonne hallucinating her kids every 30 seconds. It's hard to stay in the moment when we're being dragged back to her abandoning her kids. I'd recommend on a sale, since it usually goes for around $3 these days.

This review contains spoilers

There isn't really a whole lot to say about Spider-Man 2 because in reality, most of what you can say about the previous Insomniac Spider-Man games still holds true even now. Even story-wise, almost every beat is exactly what you'd expect based on both the comics they draw inspiration from and also just how they've written these games in the past. The symbiote storyline is so well-known and so hard to innovate upon that there really wasn't much Insomniac could do other than tell the same story again and hopefully be competent at it in the process. I think they succeeded, but there is one weird thing that happens towards the end, one that only seems to exist because this story happens to be told in the medium of video games.

I'm talking about the presence of the "Anti-Venom" suit, and it's something that got me thinking once again about a subject that's been on my mind for years but I've struggled to put into words. Because despite my issues with Anti-Venom that we'll get to in a moment, it's also fairly inconsequential. Anything and everything I say about it will inevitably be countered with "it's fun" and I wouldn't even disagree with that. This is not meant to be an "Anti-Venom makes the game bad" criticism, but rather it's a symptom of a larger problem I have with our collective understanding of game design, not just for Spider-Man games, but for almost all video games.

But before I get to those wider issues, let's talk about this one video game first. Spider-Man 2, among other things, is an adaptation of the fairly iconic "Black Suit" Spider-Man storyline, in which Spider-Man comes into contact with a mysterious black substance that turns into a new suit that gradually warps his mind until he isn't truly himself anymore, corrupted by the alien symbiote that is what he initially thought was just a fancy costume. Eventually, of course, he is able to reject the symbiote's influence and tear off the gooey "suit", leading the symbiote to seek out a new host and become the villainous Venom. If you've seen one version of this story, you've seen them all. Spider-Man 2 is doing nothing different in that regard.

Yuri Lowenthal, who plays Peter Parker in these games, recently did an interview where he likened his version of Peter being corrupted by the symbiote to addiction. At first the rush of power the symbiote gives Peter is great, but over time, he becomes more and more dependent on it, until he serves it rather than the other way around. I'm no expert on addiction here, but the analogy seems decent enough. And I think we can apply that to more than just his performance or even the writing, but to an extent, the game design.

After Peter finally dons the symbiote suit in Spider-Man 2, you'll instantly feel a change in the gameplay. For starters, you unlock the new Symbiote Surge ability, one that temporarily puts Peter into a state where he can utterly wallop most enemies in just a few attacks, essentially a "mash square to win" button. In addition, new symbiote powers replace abilities that previously utilized Peter's Iron Spider legs. And quite frankly, these symbiote abilities are far more useful than the Iron Spider ones ever were. In particular, the Symbiote Yank, which allows you to instantly grab a group of enemies in a surprisingly large area in front of you and then slam them down, taking every enemy affected by it out of commission for a moment while also doing heavy damage, is a life-saver on higher difficulties where large groups of enemies can feel like a death sentence.

Because of this, because the Symbiote has empowered Peter so much, as you play it's hard to imagine going back to a world without them. Even the powerful electric abilities of the other Spider-Man, Miles Morales, don't feel as devastating as anything you can accomplish with the Symbiote's power. Like in the story, in gameplay you'll come to be dependent on the Symbiote's abilities more and more, especially as the "Hunter" enemies pose a far more significant challenge than the basic gangsters you fight at the start of the game.

So, when you reach a point in the story that the time finally comes for Peter to reject the Symbiote and take off that black suit once and for all, you immediately notice the difference. Those old Iron Spider abilities you're now forced back into using just don't pack the same punch, and the aforementioned Symbiote Surge is gone, not even replaced with some lesser alternative. You have been put into a feeling of withdrawl, perfectly capturing the toxic influence of the symbiote. Video games are an interactive medium, after all, and here they successfully managed to convey narrative through the gameplay itself.

And then a handful of story missions later, we find out Peter has a piece of the symbiote still lingering inside him which is then cured by Mister Negative's powers, giving him the white Anti-Venom suit, essentially a version of the symbiote that won't mess with his head. Which means all those powers you lost earlier in the story are back. Although two of the previous symbiote abilities are replaced with slightly less powerful variants, two of them return completely unaltered from their original versions. On top of this, the Symbiote Surge, which caused you to play as the brutal, highly aggressive madman the symbiote turns you into, also comes back completely unchanged. Even in the story, this is outright described as having all the power of the original symbiote with none of the consequences.

I don't need to go into too much detail about why I take issues with this, right? It immediately goes back on all the praise I just laid on the gameplay/story synergy they achieved with the symbiote. Of course, I know why this was done. The symbiote was fun! Why take that power away from the player forever? Why leave one Spider-Man with less combat options than the other? And I'm not here to say the game is ruined because of this or anything, but just because I understand the thought process here doesn't mean I agree with it.

This moment is, I think, a good encapsulation of an approach to game design I wish had become less normalized. As much as we all like the idea of gameplay and narrative both working in harmony to tell the same story, too often there is a tension between doing that and still prioritizing "fun" above all else. And this is where we run into trouble, because when I say that, it sounds like I'm saying games should be less fun, which is not the case. I'm generally a completionist when it comes to the games I play, so it's not as if I want that experience to be painful.

What I'm trying to say is that I think most people who play games want video games to be taken seriously as an art form. And I think to some extent, that idea has become vastly more popular now than it was, say, 10 years ago. But I still wouldn't consider it quite "mainstream" yet, and I think there are a few roadblocks to that, and part of that comes down to how we think about game design. Fundamentally, even though we still understand games as being able to tell stories, to communicate emotions, they're still seen as "lesser", something meant to be enjoyed in the same way as a toy moreso than any other narrative medium.

I'm talking about this with Spider-Man 2 not because I think it is the most important game to placed within this phenomenon. It's, obviously, a mainstream AAA game meant to drive up console sales. We were not robbed of some deep artistic experience because it made certain choices. But that whole Anti-Venom thing finally helped me put together these thoughts. Its inclusion, fundamentally, treats the game as a toy. And that's fine! Toys are fun! Again, my takeaway here is not to say that the game is bad because of this, or that it shouldn't exist in the form it does. But it's not as if it's the only game we're designing this way.

I think there's just a fear in game design, more than any other medium, of losing the player's interest. Games require the most money to buy into of almost any art form. For the price of a single AAA video game, you're paying the equivalent of more movie tickets than you can count on one hand, or a few months of a streaming service where you could find several shows you want to watch. So there's an expectation that, when you buy a game, you're going to get something worth the money you put into it. There's a reason AAA open world games have become so homogenized.

But this mindset isn't one that I think indie games are immune to either. I don't think most indie games are really trying for anything less, even if there is somewhat more variation in the types of games being made. But any indie that tries to, perhaps, experiment with our typical notion of "fun" in order to generate unique meaning through its interactivity, it's often ignored entirely or met with derision. The existence of the term "walking simulator" is perhaps the clearest example of this phenomenon.

But I think even games that are more conventional than, say, Gone Home, are able to perhaps subvert this "fun at all costs" mindset. For example, Undertale is a pretty typical turn-based RPG for the most part, albeit mixed with some bullet hell elements. However, it also features the infamous "genocide" route, which forces you to grind for what feels like hours in order to achieve it as a way of commenting on how what you're doing is senseless and pointless and is solely motivated by wanting to see what will happen at the end. It's not exactly "fun" outside of the few cool unique boss fights that exist seemingly just to generate word of mouth for this route and get people to try it, but the story it tells through the player's own interactions with it is incomparable.

The reason this all matters to me so much is, again, not because I think Spider-Man 2 is terrible or even unique to having these problems. But it's just one of those examples that gets you thinking about these sorts of things precisely because it actually gets these things right at first, only to trip over itself just before the finish line. Something I don't think I've talked about before is that game design is a field I am interested in working in one day, so I kind of can't help but think about the games I play this way. All of these questions of how we approach design are not just ones I'm asking others, but also ones I might have to ask myself one day if I'm put in the position of designing my own game.

So hopefully it's clear that this review isn't really about Spider-Man 2. It's about video games as a whole and how we think about them. And I still think I've really only scratched the surface on this topic of how we're designing games like toys, but talking any more about it felt like too much of a tangent. Again, this is something that's been on my mind for years, this game just happened to be the one that got me to start putting it into words. Video games are such an interesting medium for storytelling not just because of the way the player's actions can impact the narrative, but how the narrative can reflect those actions back at the player and make them question things about themselves. We can challenge people playing games on more levels than mechanical skill, we just have to try.

This elevates everything about the first game. It gets the ideas from Spider Man 2018 and SM: Miles Morales and almost perfects them. The story has the same level of quality as the first game's, but the gameplay is just on another level, something that could only be perfected on the PS5. Amazing game overall, would recommend.

Great game definitely an improvement over the first two games, the Venom part felt a bit rushed but that's really the only complaint I have

Improves upon the gameplay, visuals, and performance of the original title in every way, but I don’t think the story here was quite as strong. Simply put I wasn’t a huge fan of Venom or how he got used, the parts of the game where Kraven was the antagonist were much more enjoyable. It’s an incredible game as you should expect from Insomniac, but there were some minor things that kept taking me out of it, and overall I just wish I had loved it more than I did.

This review contains spoilers

What a wonderful time i had playing this game, lemme just start off with saying, spoilers will be in this review. 40 hours, platinumed the game is finished to the full extent. I will be going into everything possible that i believe should be spoke on

This game opens up with one of if not the best sequences yet this year, Its a heavy contender for how FF16 & TOTK opened but having sandman be the main introduction and none of that being shown in trailers was the perfect choice to engage me back into the spiderman story

I found myself spending alot of time exploring the world of spiderman 2 than i did playing it. This game took the world and environment to a whole new level and proved that insomniac knew how to expand with a sequel and give love to both miles and peter in the correct ways

With a select amount of side quests, all of them being engaging. I found myself being alot more indulged into miles side stories, 2 specific stories on two old men but one specfic telling you to fetch doves and you come back to find he passed away on the steps looking at the sea

I personally wouldn't have expected a side story of all things to get me as emotional as it did, but it gave a heartfelt feeling to being spiderman, the ability to make others happy and provide them with comfort in the world that they all live in

Moving onto the story, it was short for someone who would sit down and no life it but filling in everything provided in the game it builds up a great world and build up to the finale of the game. Kraven/Venom/Li/Yuriko all great additions to side & main story.

With lots of little nods to characters that will most likely be put into DLC, i look forward to where the story will eventually progress & end (Spiderman 3 / SM 2 DLC). The story of spiderman 2 was a great sequel and evidentially the part to push forward a hope for a 3rd

Venom was a perfect addition, my only gripe being i wanted MORE. I felt as if it was cut short with peter going through his downfall and harry becoming worse and mad at the world at a pace that could of probably been explored even further.

I thoroughly enjoyed peter's downfall, evidently one of my favourite things about the tobey films was the effective change in his demenor when gaining the symbiote, If there was just more time to adjust and understand what was happening to peter i would of sympathised more.

Harry once gaining the true symbiote form of venom was probably the best moment towards the end of the game. I verbally screamed once shown i had the ability to play as Venom and there being no remorse in showing how brutal Venoms move set can be (Why is it PG13)

Do i even need to say much on Kraven vs Venom? That fight speaks for itself, I very much expected Kraven to go out in a different way but with the whole build up of him wanting a true fight, He very much deserved the ending he was given.

The last 1-2 hours of the story was some of the best the game could get, Finally seeing scream, The alluding to Carnage entering the universe, Venom choosing to take over the world. Each segment was piling upon each other and all it did was build excitement.

The scenery, the set pieces, the boss fights. All in all the game showed up and it did exactly what everyone was hoping Insomniac would do. Now all we can do is wait and see what they have in store for us next whether its wolverine or spiderman 3, I will be there.

Spiderman 2 is masterpiece and easily a top 5 for games that come out this year so far, proof that there still good games coming out this year no matter the problems that others are having.

Mikreview - 10/10
Critic mik - 9/10

(miles is the goat)

I'd say this is your standard arena fighter broken up by overworld exploration. I have no prior knowledge of Demon Slayer, so this was a good way to get into the series, if you wanted an abridged version of the first season. I'll admit, if the goal was to get me interested in checking out Demon Slayer on its own, it succeeded. But in terms of the actual game, it's very standard. Very meh. About what you've come to expect from an anime game.

I recall saying "I can't do this anymore" to my screen and then uninstalling after 5 hours of gameplay.

Honestly this game was so close from a 5 star, as my only issue is that the replay value is lackluster. But when it gets right oh YEAH it gets right, I had blast with this game, best 3D Mario game ever. I hope that not a spinoff game beat a mainline series. Right?

While the motion controls may be annoying at times, this game is perfectly designed around them and has some great puzzles. Music and story are awesome too.
Skyward Sword has a lot of issues but it's still fantastic.

Fun and interesting puzzle game but felt like it dragged on a bit at times.

I don't know what's going on with Nintendo, where every franchise they bring to the Switch ends up not only being a legit great game, but debatably the best in the entire series. Pikmin 4 makes 1 & 2 look like they're betas for this game. They remade Pikmin 1 as a bonus mode, for fuck's sake. This is easily top notch, definite recommend for newcomers to a legit solid console RTS game.