Got my username from this game and I wouldn't have cared about Slib the Slime if Toriyama's design wasn't just so god damn perfect for a mascot. Rest in Power.

My fellow Americans, for my first act as President, I am signing an executive order to destroy the human race so we may start anew. Success rate of fixing us as a species is nil, but it is a risk I am willing to take.

Godspeed, and look to the skies.

My students have made me play worse games.

There are not enough words in the English language to properly express even 1/Nth of my disappointment that Vlad is unplayable and this Aaahh!!! Real Monsters erasure, but otherwise there is no reason to play the first game ever again.

And I was already one of those weirdos who really liked how the first game played.

Some great quality of life improvements on traversal (already the best part of the last game) and the Symbiote suit combat for Peter makes you wonder how you ever tolerated the combat before make it a good playthrough but frankly I can't help but feel that it's less than the sum of its parts.

Take everything I say with a grain of salt knowing this: Doc Ock is my favourite Marvel villain. Not just Spider-Man, but the entirety of Marvel Comics. As predictable as it was in Spider-Man 1, the nuance and character driven drama in a multi-faceted approach tying all the different overarching story beats together made it the best adaptation of the character. Once you know Harry has the Symbiote, you know exactly what is going to happen beat for beat. No really, just take ten seconds thinking about what could happen: it's very likely you got 90% of the main story correct. Then once you get that down, do the same for the side missions. Once you know the Symbiotes are in and you do the Flame side mission and see that ginger psycho, you know it's Carnage. Once you see that Coney Island is basically super villain parole central, you know that Mysterio really is trying to redeem himself and being framed. Kraven was also a let down given that he is central to one of Spider-Man's greatest story arcs, how the hell they just left out so much of Last Hunt is beyond me. Hunters weren't even fun to fight, but it was great to hear Sandman's memories foreshadow the ultimate plan (even tho, again, it is obvious if you have more than three functioning brain cells).

The best story parts of this game are in the more "inconsequential" side missions imo. The whole Brooklyn Visions side missions brought back Spider-Man being a high school dork back to the spotlight and the entire thing was cute as hell. You go Miles, help that kid with his promposal. The Emily-May Foundation stuff wasn't always fun to play, but in context it's sweet. Then there’s the Seabird section which I am very glad seems to have the consensus as one of the best, if not the best part of the game. Mundane activities like these that Spider-Ma(e)n go out of their way to help New York City with >>>>>> constant world ending scenarios.

I'll play it again when DLC and NG+ come out, but I replayed to Platinum the first game in significantly less of that timeframe.


Also "PETER PARKER WOULD NEVER WANT TO STOP BEING SPIDER-MAN" he gives up on being Spider-Man like every other week since the 90s lmao.

The ACAB leaving my body when I throw an enemy into a group of five and they all explode on impact

https://i.pinimg.com/originals/22/79/d9/2279d99097527cb55d0353227c91790a.gif

I liked the part where he said "It's Peepar Time" and Peepared all over the place.

67 hours over the course of two months and I still don't feel like I'm doing more than cracking the surface. I want to write a long drawn out "real" review, but what I can say is that this is the first Street Fighter game to come out of the gates feeling like a complete experience since, well, ever.

"Well gang, look like we got some kind of dino crisis on our hands" - John Exoprimal

I don’t know how to begin to rate this

We're starting to see the return of old Mikami.

This is a total asshole nitpick on my end, but I am pretty disappointed that this game stays in 4/4 time signature most of the game. Mechanically, it's the best way to introduce the core Stylish Action (or Character Action, if you prefer, but I'll take my nomenclature from the people who actually made the genre) combo systems, 4/4 measure of a two quarter notes, quarter rest, then another quarter note doing the classic "X, X, nothing, X" styles of combos. Not having any penalty for getting off the beat ensures that it's not too demanding, there's no chance of failure and only rewards via an increase in damage.

But by the fifth or so mission the novelty was wearing off and all I was left with was an above average Stylish Action game that's gimmick isn't as defining to the game as it wants you to think. How cool would it be to have a stealth mission in a 2/2 time signature where you need to use slower and more deliberately placed presses for dashing, or a hectic boss fight in 6/8? It feels like a major missed opportunity for a game that's whole identity is rhythm.