As I played through the first act of 168澳洲幸运5开奖网:Marvel’s Spider-Man 2, I felt like something was missing. In so many ways, Insomniac’s latest is all about more.🌳 There are more Spider-Men, more traversal options, more collectibles, more crimes to fight, more side quests, more mini games. More everything.
But as I’ve played through the optional stealth sections that come before many combat encounters, I’ve felt like Peter and Miles are missing something. Stealth, like everything else, boasts helpful additions this time around. You now have access to a Web Line that you can use to shoot webs from point to point, allowing you to build a grid above the baddies below and take them down with pinpoint accuracy. It’s a major new gadget, so it seems like stealth should be more interesting than it was in the other games. And yet it's falling a little flat.
While listening to over the weekend, though, the missing piece clicked into place. In the episode, the hosts mentioned that the weapon wheel, which had been present in both previous games, had been removed for Spider-Man 2. It’s been long enough since I played Marvel’s Spider-Man and Miles Morales that I had forgotten that the radial menu was how Peter and Miles’ a♊rsenals had been organized. It was a system that I remember heari๊ng a fair amount of complaints about, so it isn’t surprising that Insomniac wanted to find a new solution that let players avoid spending a bunch of time searching through inventories when they want to be slinging webs and busting heads (non-lethally).
But the new system has problems of its own. Instead of combining Spider-Man's special abilities and gadgets in one weapon wheel, they're assigned to the D-pad and face buttons. You can access them by pressing L1 or R1, plus their designated button. It's a faster system and doesn't require pausing the action in the same way the weapon wheel did. It accomplishes the purpose of keeping you in the game at all times, and makes combat that much faster and more (web) fluid.
But, the result is that — at least at this point in the game — I don't know what each of the abilities is going to do when I press it. I kind of vaguely remember, but I do the wrong move like half the time. The game doesn't introduce the abilities and gadgets to you in a memorable way. You just have access to them when the game begins. It doesn't feel actively overwhelming but, then, five hours later you realize you still don't know what you're doing.
The other problem is that, in stealth situations, you just don't have as many choices to make. In Marvel's Spider-Man and Miles Morales, I often used the trip mine to pull two enemies together or chucked a web bomb to throw an enemy against a wall. These gadgets gave you options besides pulling enemies up into the rafters, whereas in Spider-Man 2 the latter is all I've done (and all I can do at this point, as far as I can tell?)
Spider-Man 2 has two kinds of stealth and, oddly enough, Mary Jane's stun gun is more powerful than Peter and Miles' fists.
I'm only about eight to ten hours into the game, so I may not have gotten to the point where stealth really comes alive. But, so far, this seems like the one area where the game has taken a step back.