The lights are on
What new ideas the game brings to the table and how well old ideas are presented.
How good a game looks, taking into account any flaws such as bad collision or pop-up.
Does the game’s music and sound effects get you involved or do they make you resolve to always play with the volume down?
Basically, the controller to human interface. The less you think about the hunk of plastic in your hands, the better the playability.
Flat out, just how fun the game is to play. The most important factor in rating a game.
Many different versions of Spider-Man exist these days. Marvel’s
wall-crawler has been re-envisioned as everything from a 17th century
Scottish rogue to a radioactive pig. In the past, I’ve had little reason
to pay attention to these Spider-Man variants. However, developer
Beenox makes a strong argument for some of Spidey’s time displaced alternates in Spider-Man: Shattered Dimensions. Leading me to wonder why games have focused on only one version of Spider-Man for so long.
a game with four different main characters, four different worlds, four
different art styles, and four different game types sounds overly
ambitious, but any smart developer knows that it needs to change things
up to keep the action fresh. Shattered Dimensions works that need for
variety into its fiction. One level had me running through a jungle
using Spider-Man’s spider sense to dodge sniper fire. In the next I was
falling past mile-high skyscrapers, dodging hover cars in a future
version of New York. Next I was web-zipping between crates as they
twirled through the eye of a giant sand tornado. Then a series of
spotlights hunted me across the skyline as I quietly knocked out a mob
of thugs. The action in Shattered Dimensions is almost schizophrenic,
but it’s never boring. Usually in a game like this, half the action ends
up feeling unpolished, but Beenox avoids that pitfall while making all
of Shattered Dimensions’ disparate game types flow seamlessly together.
this much going on it’s almost hard to pick a favorite world. Amazing’s
gorgeous environments reminded me of Borderlands’ comic book vistas,
and its web-based combat felt different than any of the other worlds. I
also loved 2099’s neon-tipped environments and free-falling combat,
which had me slamming super villains into any object that got in the way
of gravity. The Ultimate universe puts Spidey in the black suit and
gives him a rage meter, which makes the action against hordes of smaller
minions all the more fierce. But I may have had the most fun in the
Noir universe, where its stealth-based levels allowed me to sneak
through cracks in the shadows and whittle away the enemy numbers with a
series of punishing takedowns. The variety in this game extends to the
unique boss battles, which usually involve using the environment to
creatively take down your opponent instead of just chipping away at a
large health bar.
Email the author Ben Reeves, or follow on Twitter, Google+, Facebook, and Game Informer.