

Spider-Man moves with suitable grace and speed, but there's a lack of subtlety in both fights and general getting around, and the camera never seems to be quite where you want it - even after dragging your finger across the middle of the screen for a bit of manual tweaking. Won't somebody please think of the mutant mega-villains This button on the right is replaced by three others during combat - one for counter-attacks, one to shoot strands of web at your foes to slow them down, and the last to punch/kick. You control Spider-Man's movements with a stick on the left of the screen, while a single button on the right handles jumping and swinging. But it replaces much of the drama, tension, and rip-roaring action with awkward blocks of exposition and button-mashing fights.Įven the extra villains with their own zany subplots can't prevent the whole tale from being stretched paper-thin in a vague attempt to justify the premium price point. The game follows the film's basic plot, with some added details to expand upon the story. Blue dots indicate compulsory story missions. Red dots are for optional and short quests such as signing an autograph (yes, really), stopping a car theft, beating up some generic gangsters, or providing a personal ambulance service to the good people of New York. You sling and swing from clouds through six detailed - but still sparsely-populated - districts that vaguely resemble New York, rattling around in the vaulting gameworld completing cookie-cutter quests.Ī radar in the top-left of the screen points you towards available missions.

Oh, me? I'm just hanging around, waiting to connect to Gameloft's servers Spidey's Manhattan playground has grown, for sure, is it still fun to play there? Where the 2012 film tie-in The Amazing Spider-Man pushed the boundaries of what mobile could do with open-world gaming, its sequel (also a movie tie-in) feels like a backwards step, bringing little new to satiate wannabe superheroes. Spider-Man is back, but he's looking rather less amazing than before.
