For some reason, Spider-Mans videogame escapades have always situated
themselves firmly on the pile marked average. A major break came earlier this
year with the launch of the rather pleasing Spider-Man
2 on all three home console formats. In an attempt to push out the boat Activision had
created a free-roaming experience that was good, but ultimately flawed.
So the mantle has been handed to Vicarious Visions to develop a new Spider-Man
experience for Nintendos beautiful new baby, the NintendoDS. The development team
have earned themselves a good reputation within my games collection, and with an extremely
tight schedule, Spider-Man 2 seemed to be their
greatest challenge yet. Stating that they wanted to create an original title, whilst
having Activision and Universal Studios looking over their shoulders, Im sure there
was a feeling of make or break as far as their reputation within the industry
goes.
So the first level plummets you straight into the action. A brief cut-scene followed by text-lead
images tells the story and youre confronted with a rescue mission. The game plays
very similarly to Capcoms recent flagship of originality, Viewtiful Joe, with its 2D/3D scrolling platform
levels. The level structure is reliable, offering a nice amount of variation and
exploration, but the difficulty of each is incredibly unforgiving. The level missions
consist of rescuing hostages, cracking computers and diffusing bombs, amongst others, and
occasionally will call upon you to use the touch screen in a variety of ways. Dragging a
pin to the end of a circuit without touching the sides will diffuse a bomb whilst moving a
LED to the off position, avoiding the electric current will shutdown a computer system.
There are plenty of boss encounters and often these too will use the touch screen.
Although, predictably, quite a bit shorter then the main bulk of the levels, these boss
fights are the more interesting of the Chapters on offer and will have you replaying
before the game is complete.
During normal play, the touch screen use is limited to selecting your desired
attack. Completing both a missions Primary and Secondary objectives will unlock a new move
selectable from the touch screen, which can then be executed using the R button. This is
very much a missed opportunity in my opinion as is seems a much simpler, and more
effective idea to have all combat selectable from the touch screen; pressing the screen
would execute the selected move, allowing quick-easy combos.
The controls in general feel a little clumsy. B performs jumps and web-swinging and
the diagonally opposite X controls web-shooting, whilst diagonally-opposed Y and A control
kicks and punches respectively. Why it didnt occur to the developers to align the
attacking buttons is beyond me, as mixed combos quickly become a forgotten ability.
The titles graphics are very, umm
sweet. Lying somewhere between
high-end PlayStation and low-end Nintendo64 the 3D visuals are slick and tidy. The touch
screen Doc Ock fights are nicely drawn and the backgrounds are never lacking in detail.
The sounds are crisp and fall far from the usual irritating superhero-platformer
plinky-plunky nonsense.
Vicarious Visions immense Game Boy Advance experience has obviously benefited
the development of this title no-end as, for all its flaws; the title is a solidly
playable experience. The Viewtiful Joe influence
and the benefit of the high-powered super-number-crunching ARM7 NintendoDS processor have
put this game in a league that should secure another high-chart position for the
web-slinger. Original yet inspired at once and desperately difficult at times, the game
follows the true philosophy of the NintendoDS to the bone this is one
for the hardcore.

Kev
J. Reviews
Score Table Interpretation.
01/01/05
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discussed in these articles in no way reflects the opinions of Electronic Theatre.
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