"And then you feel like you're better at it and you become a better Spider-Man." The tweaks are subtle, and they do take some getting used to. But as you play the game, you get more familiar with the way that you can web-swing," said Wilson. "We're totally aware that people will jump into this game probably hitting walls more often than not in their initial play-through. The Amazing Spider-Man 2 returns to the older games' more challenging setup, and goes deeper to offer finer control - the right and left triggers of a controller shoot webs out of Spider-Man's left and right wrists, respectively. (Check out the sidebar in our review for more details.) Longtime fans of the Spider-Man video games didn't like the system in The Amazing Spider-Man because it was simplified from the way it worked in Spider-Man 2 and Spider-Man 3 on the previous generation of consoles: Spidey's webs magically attached to the clouds above him, not to actual structures in his environment. Near the top of the list was the web swinging. "All the other stuff that was in there needed to be improved, in our opinion," said Wilson during a phone interview with Polygon last week. Players liked the freely explorable Manhattan that was the setting for The Amazing Spider-Man, and Beenox also wanted to keep the web rush mechanic, which allowed Spider-Man to slow down time and zoom forward to a point of his choosing in the environment. But according to Thomas Wilson, creative director and co-studio head at Quebec City, Canada-based Beenox, the company realized that when it came to building a sequel, most of the original game's foundation needed work. The Amazing Spider-Man, the 2012 video game companion to the film of the same name, brought Spider-Man back into an open-world Manhattan after two comparatively linear titles that received lukewarm responses.
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