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Showing posts with label PlayStation 4. Show all posts
Showing posts with label PlayStation 4. Show all posts

PREVIEW -- Marvel’s Spider-Man: Miles Morales Launch Trailer I PS5, PS4



Marvel’s Spider-Man: Miles Morales comes exclusively to PlayStation, on PS5 and PS4. #BeGreater #BeYourself #MilesMoralesPS5 
Available November 12th, 2020 


© 2020 MARVEL © 2020 Sony Interactive Entertainment LLC Developed by Insomniac Games, Inc.




Marvel's Spider-Man: Miles Morales launched at the end of last week along with Marvel's Spider-Man: Remastered, Demon's Souls Remastered, GodFall, and most importantly, the PlayStation 5 console itself. Fortunately, PlayStation 4 owners won't be left in the dust as Miles' new adventure is playable on current-gen consoles.

PREVIEW -- Panzer Dragoon: Remake || PlayStation 4 Trailer



A new, remade version of the Panzer Dragoon game – true to the original, with improved graphics and controls, that suit modern gaming standards! 

Panzer Dragoon: Remake - coming to PlayStation 4!




Panzer Dragoon Remake will cost $24.99 when it releases on PS4 on September 28.
Below, you can continue to read more about the game, courtesy of an official rundown of its key features: 
  • Pilot through seven unbelievably realistic levels ranging from tropical blue ocean cities to intricate subterranean ruins. 
  • Fight the Prototype Dragon who appears together with evil giant dragonflies, frightening man-sized wasps, giant sandworms, and lethal flying battleships. 
  • Attack enemies approaching from all sides, quickly and without mercy, with improved 360-degree controls and a lock-on targeting. 


Just wow... You learn something new everyday. I had absolutely NO idea that Panzer Dragoon came to the PlayStation 2 as a direct port from the Sega Saturn via an import release.


Original box art for the PlayStation 2 port of Panzer Dragoon.



As mentioned above in the quote from Comicbook.com, Panzer Dragoon: Remake, which was originally released earlier this year as a Nintendo Switch exclusive, is coming to PlayStation 4 later this week, so keep an eye out for that.

For me personally, I doubt that I'm going to pick this up immediately at launch as I'm still sitting on Panzer Dragoon Orta that I bought for the vanilla Xbox not too long ago. I hope this sells well because Sega are sitting on a wealth of their older properties that haven't been but NEED to be re-released and remastered in some capacity for modern consoles instead of being lost in the ether for all time. 


FIRST IMPRESSIONS -- Marvel's Avengers (Open PlayStation 4 Beta)



I played the beta exclusively on PlayStation 4 over the past weekend (Aug. 14-16), so I can't comment on regard how the game performs on PC nor Xbox One. I spent the most time in matchmaking/War Table missions with Hulk and Ironman the most out of the four available heroes - Ms. Marvel (Kamala Khan), Black Widow, Ironman, and The Incredible Hulk. Thor and Captain America were briefly playable during the introduction/tutorial sequence that kicked off the beta.

There will be a final open beta session from August 21-23rd for those who wish to try the game out for themselves in this last go-round before the game drops next month on September 4th.





The beta allows players to play the A-Day event that kicks off the events of the main narrative in the campaign. This level serves as a tutorial and formal introduction to how each of the heroes play and their distinct powers and playstyles. This mission is capped off with that boss fight with players in control of Black Widow in pursuit of Taskmaster.

Ironman can hover above battlefields and rain fire down from a distance with his unique combination of repulsors, lasers, and rockets. If that's not enough, he can summon the Hulkbuster armor to deal even more damage. Thor can deal massive damage with each swing of Mjolnir and summon it back and forth as if you're controlling Kratos from the God of War (PS4) game. Captain America excels at hand-to-hand combat, which was highly reminiscent of his gameplay in the Captain America: First Avenger movie tie-in game, Captain America: Super Soldier. Black Widow and Ms. Marvel have their own unique takes on close-range combat as well. Widow utilizes her speed for devastating hit and run attacks with her grapples and melee attacks when situations get too close for comfort. According to some players, she's being regarded as the most broken character in the game currently. Ms. Marvel on the other hand is a combo powerhouse with her "embiggened" limbs dealing massive damage. She can also grow in stature as well. Last but not least, the Hulk is slow, but can easily demolish everything in his way with his raw destructive power. He can grab enemies and use them as weapons against their allies, along with picking up pieces of rubble and hurling them like projectiles.




After the events of A-Day play out, the beta fast forwards a bit into the game's narrative where Kamala Khan joins Dr. Bruce Banner in investigating one of Tony Stark's safe houses in hopes of finding the means of locating him. Kamala's powers were awakened by the Terrigen Mists that she was exposed to during A-Day, so players are able to take her out for a ride throughout the course of this story mission. Kamala acts as the eyes of the audience, much like Jubilee did in X-Men: The Animated Series.



Kamala Khan/Ms. Marvel is voiced by Sandra Saad, even though I thought most of her lines sounded like she was doing an impression of Ashley Johnson - at least that's how it comes off with her material in this beta. I'm more surprised that they didn't go with Kathreen Khavari, who voiced the character in just about every Marvel medium to date, especially when she's no stranger to working with some of the voice acting talents of the few cast members reprising their roles from Avengers Assemble - Laura Bailey (Black Widow) and Travis Willingham (Thor).

Newcomers include but not limited to Jeff Schine (replacing Roger Craig Smith's Captain America from Avengers Assemble), Nolan North (replacing Adrian Pasdar's Ironman from Avengers Assemble), Troy Baker (replacing Kevin Shinick & Jesse Burch's Bruce Banner from Avengers Assemble), Darin De Paul (replacing Fred Tatasciore's Hulk from Avengers Assemble), and Edmund Kingsley (replacing David Kaye's J.A.R.V.I.S from Avengers Assemble). I thought I heard Jennifer Hale as SHIELD Director Maria Hill too, but I could be mistaken.




The mission to find and search for J.A.R.V.I.S. in Stark's safe house turns into a battle against A.I.M. (Advanced Idea Mechanics, who have been pegged as the primary antagonists for this game by the developers) who have overrun the area, looking for any clues to find Tony Stark/Ironman as well. From here, you play the first part of the mission as Hulk as you destroy everything in your way to get inside first before A.I.M. After things turn for the worse, you find yourself in control of Kamala as she's pulling switches to find her way into the inner confines of the safe house until she is able to find J.A.R.V.I.S.' original hard drive among Stark's archived Avengers memorabilia.



After this, Kamala is confronted by the Abomination, where control switches back to the Hulk for a boss battle. This wasn't hard by any means as the six generators in the room deal massive damage to him and stun him long enough for Hulk to get a few attacks in. Hulk repeats this several times in succession before defeating him. Once Abomination is defeated, Kamala accesses some footage from A.I.M scientists who have somehow uncovered the means to reverse the widespread mutations that were caused by the events of A-Day.

It's obvious that the Inhumans are going to have a heavy emphasis in this narrative given the fact that a Terrigen Mist bomb was the "cataclysmic" event tied to the A-Day tragedy. With that being the focal point or rather subject manner for this game, I can easily see why they went with Ms. Marvel/Kamala Khan as the "main character" in a sense, instead of the "political statement" that people were quick to jump to conclusions about. Whether people realize it or not, but Ms. Marvel has been a VERY popular character since her introduction into the comics continuity in 2013. Same goes for Miles Morales/Spider-Man back in 2011. Kamala and Miles tend to get shoehorned into the "forced" diversity that Marvel Comics was criticized for during their All-New, All-Different Marvel Comics reboot/rebranding from 2015-2019, but those characters were proven to be successes without being tied to that rebranding. I'm actually glad to see these newer heroes getting the spotlight for once.

Before he is fully operational, J.A.R.V.I.S wants Hulk and Kamala to investigate one of the SHIELD installations to get some more components for he can properly access the global network and possibly locate Tony Stark. At this point, you can roam around the Avengers' make-shift base of operations out of the safehouse. Each of the Avengers have their own quarters, with players only being able to access Hulk/Dr. Banner's room and the make-shift room that Kamala claims as her own. When you're ready to undertake missions, you can go to the War Table and access the panel where you find a wealth of missions and tasks to undertake.

It was at the point of the beta where it feels a little daunting at everything that's going on. It's a little much to take in at once as the beta gives you little to no explanation of what all of this means once you gain access to the War Table.


Don't be fooled but all of those pretty gadgets don't change a darn thing about your hero's individual appearance. 


Some missions reward your heroes with better gear. Others reward you with collectible comic while some reward you with a rare artifact that boosts your heroes' skills and abilities. But there's one thing consistent about these War Table missions across the board. They are ALL bland and boring. Nothing but slogging through uninteresting environments, beating up a few bad guys, combing over even more boring environments in hope of finding chests to get new gear from, otherwise you're not getting much in terms of drops from enemies. I couldn't see myself holding any interest in this game long enough to grind for "legendary" gear, even though I was rewarded with "epic" gear from one of the Hulk-themed character missions.

Character management is done through menus in and out of missions where you customize stat-increasing gear and cycle through the available options on your designated hero's skill tree. Since this is beta access, you are unable to access the full scope of your hero's skill tree, but invest in one portion of the tree at a time. I'm guessing that this will change with the full retail release for next month as a lot of these skill trees reminded me much like those found in Borderlands or Marvel Ultimate Alliance. Speaking of Marvel Ultimate Alliance, that's exactly what the gear system reminds me of. The only difference seems to be that gear can be "boosted" depending on how much resources you have available from accumulation from completing missions, opening hidden chests, and smashing stuff in the environment across the various locales. The biggest disappointment about this gear/loot system is that the gear doesn't change how your heroes look visually. It's nothing like Injustice 2's gear system where you wanted to complete your next match in hopes of seeing what new gear you could unlock to customize your heroes and villains to your liking. In this game, the gear is merely there for boosting your stats. Nothing more. That's pretty underwhelming if it wasn't boring enough that very few of the available missions provided any gear to unlock.


Upon loading up the beta for the first time, all players have about 3450 points to spend on in-game cosmetics to change your nameplates, hero outfits, or your emotes to use in matchmaking during co-op missions. 


If what was locked in the menus are any signs of what will be available in the retail release, I can't say that I'm overly enthusiastic about the hero skins that can be earned throughout various means. For those who don't know, every playable hero has multiple alternate costumes/skins that change their appearance of how they look when you are using them in combat. Everything that I have seen in the beta for the four main heroes that were playable (Hulk, Ironman, Black Widow, and Ms. Marvel) doesn't look good at all. It's not that the costume choices are bad. It's that the in-game character models still don't look good to me. I didn't like the character designs for this game back when it was announced at E3 last year and I STILL don't like the designs now. To be fair, there's moments in the cinematic cutscenes and story missions where I don't have a problem with how these characters look, especially on current-gen hardware's visuals, but holy fuck does this game look like something on the tail end of something on PS2/vanilla Xbox or last-generation consoles when things really get chaotic onscreen.

After you complete one more go-fer mission for J.A.R.V.I.S. for his systems to be fully operational, that's when he introduces Kamala to the H.A.R.M. challenge rooms. In these missions, Kamala can step into the shoes of any Avenger and battle against waves of enemies as the player familiarizes themselves with each hero's skills and unique abilities. Completing all of these challenges unlocks a bonus item for use in Fortnite for your participation in this beta.




There's character banners/titles to unlock from character usage/progression as well, but out of the weekend that I played the game, I only managed to level Hulk to level 13 (out of a maximum of 15, but gear can be leveled up to a max of 45 power in this beta) while only leveling Ironman to level 7. These rooms are a blast with a full group of human players controlling the available heroes, but much like a lot of things in this game, it gets pretty old quick. I'm not faulting that aspect on the developers but just in general that games like this tend to get very redundant, especially these looter-shooters or gear-grind games like this, where it's stomp the floor with a group/room of enemies then rinse and repeat. It was redundant in Borderlands and other shooters like that and it was VERY redundant in the Marvel Ultimate Alliance/X-Men Legends series too.




I have seen a lot of people describe the combat as "button-masher friendly" but I want to clarify something. I don't know what drugs those folks were smoking but you will get stomped royally if you're merely mashing buttons, especially during the prologue/A-Day section. There's a method to the madness so to speak in the combat. Some enemies have shields that must be either maneuvered around or broken through with the sheer force of special skills/abilities or by charging up heavy attacks by holding the corresponding button. Other enemies have an indicator to allow you to know that you can either parry or dodge their attacks with a precise input of that corresponding button. This is where the problem lies in my honest opinion.

Some characters are designed very well to take on these particular opponents while others will face some sort of shortcoming of doing this consistently. The vault-over mechanic is extremely flawed when your lock-on targeting indicator barely even registers long enough to even execute this maneuver. There would be times that you would trigger your characters' abilities and they wouldn't connect at all or would play out on invisible enemies while your allies are pummeling the actual enemy. Dodging (excellent with some characters but completely nonexistent with others) and parrying attacks was a complete mess when playing with other human players as the timing would get muddled up with inconsistent frame rate during the more hectic battles with everything going onscreen. When combat actually worked well, it was a thing of beauty. It wasn't on par with some of the over-the-top craziness found in the Devil May Cry games or anything from Platinum Games' vein of action games, but there's a lot of potential for combos to really get ridiculous, especially with human-controlled heroes working together. That was something I loved about Marvel Ultimate Alliance/X-Men Legends games when each of the human-controlled heroes would bring their unique powers and abilities together for devastating effects. At times it was truly chaotic because my teammates and I would be more caught up in creating the most insane combination of attacks rather than worrying about anything else. Acquiring gear and/or alternate costumes/skins came secondary to the fun that aspect of gameplay provided.

(Laughs) I have friends who complain about the grind for weapons and armor in Monster Hunter World being a slog, but you haven't seen shit until you've grinded for gear in this game. At least Monster Hunter World's battles are downright fun and interesting with different ways to approach them. This is just the same shit over and over again with lackluster objectives.




The last thing I'm going to touch on are the visuals for this game. There's moments where this game looks absolutely amazing in cutscenes during the story missions as you are watching conversations and action sequences/set pieces play out, but there's others where this game looks like something from two or even sometimes, THREE console generations ago during gameplay. I have a love-hate relationship with a lot of the character designs in this game too. I get that they wanted to distance themselves from the traditional Marvel Cinematic Universe looks of these iconic characters, but at the same time, I know that they have DECADES of material to pull from in the source medium to be inspired by instead of creating some very cheap-looking costumes and character models that come across more as actors COSPLAYING as the Avengers rather than the actual Avengers.




I'm sure that's going to be the excuse the developers will go with, but you can't look at models like Hulk/Bruce Banner and Black Widow and not tell me that they look spot on to their Marvel Cinematic Universe counterparts if someone was doing a poorly made cosplay of those characters. I can't give the visuals a pass in terms of environments either. So many stale, lifeless corridors and cramped up rooms to do battle in. You have to be kidding me that they couldn't come up with some better locales, especially given the subject manner of this game.


You're going to see this loading screen a LOT during gameplay.

Closing Thoughts


After spending the weekend playing this, I was more interested and optimistic about the actual narrative than anything to do with the multiplayer mission format. If Crystal Dynamics thinks that they can keep players engaged for several years with that type of content in the current form that it stands then they must be delusional at this stage. With the actual retail release date right around the corner, I doubt much is going to change despite the complaints and player feedback. Playing this beta pretty much confirmed my thoughts and predictions from my first reactions to the trailers for this game, the story will be worth a look, but everything else leaves much to be desired. It's a darn shame too as there's some good ideas in terms of aspects of the combat gameplay, but everything else about this game outside of the narrative feels like a complete afterthought with the idea that this game will be sold solely off the Avengers marketing label.

(Laughs) Just ask some of the Marvel Netflix TV shows (namely Iron Fist Season 1 and The Defenders) and The Inhumans TV mini-series, you can have the Marvel label attached to your property and people call it out for its bullshit. This is no different.

I will say this much though. Playing this beta made me really happy to know that I don't have to put a dime down onto this game anytime soon. With the way that it's looking right now, this could easily be the 2020 version of Anthem's release all over again.

PREVIEW -- Mobile Suit Gundam Extreme Vs. Maxi Boost On - Launch Trailer | PS4



https://store.playstation.com/en-us/p...

MOBILE SUIT GUNDAM EXTREME VS. MAXIBOOST ON is a true port of the arcade version that started operation in 2016 in Japan—and is out today for PlayStation 4! 

Coordinate and lay waste to your rivals in fierce PVP fighting combat iconic to the EXTREME VS. series and join the battle with 183 units from the entire Gundam universe, each with different abilities ready to suit your play style.



My only gripe about this is that there's not going to be a physical release this time around. That being said, I think it's pretty fucked up that they are charging full price ($59.99) for a digital download. This better be worth more than what they gave us for the last Gundam Versus title on PlayStation 4. 

PREVIEW -- Ghost of Tsushima - A Storm is Coming Trailer | PS4



Tsushima is on the brink of destruction. In the wake of a crushing defeat at the hands of ruthless Mongol invaders, noble samurai Jin Sakai must sacrifice everything to protect what’s left of his home and people. As he embarks on an epic adventure for the freedom of Tsushima, he must set aside samurai traditions, embrace unconventional methods, and forge a new path—the path of the Ghost. 

Ghost of Tsushima is available July 17th, 2020. 

Learn More: ghostoftsushima.com



Ever since Sony did their gameplay presentation of this game, I have been concerned with the development of this game. I can look back at that gameplay and this game does not look very polished. It's pretty in terms of cutscenes and what not, but I'm worried about this releasing halfway into the month of July after hearing next to nothing for over a year and now they just dump a few trailers and footage here and there to maintain the release date for Summer 2020 to fulfill the promise to release it for the PS4 when this was announced at the start of the PS4's lifespan, much like The Last of Us Part 2. I want to be wrong but I just can't shake this feeling that this isn't going to live up to the hype and anticipation.

It's a darn shame too as Ghost of Tsushima was something I was really looking forward to, but I have next to no faith in any AAA game title coming out during this global pandemic.

PREVIEW -- Ghost of Tsushima - Story Trailer | PS4

With Tsushima on the brink of destruction, Jin Sakai must sacrifice everything to defeat the ruthless Mongol invaders and protect what’s left of his home and people. As he embarks on an epic adventure for the freedom of Tsushima, he is forced to set aside samurai traditions and become a new kind of warrior. Pre-order Ghost of Tsushima for PS4. Available June 26th, 2020. May contain content inappropriate for children. Visit http://www.esrb.org for rating information.

The funniest thing about this trailer coming out is that morning I was reacting to seeing that stores were advertising the Collector's Edition pre-orders and I was going, "Man, we need to see more gameplay or something of this game before I put any money down..." only for this trailer to drop mere minutes afterwards. Either that or it popped up on my timeline out of order. I'm definitely interested, but I hope it's not the same gameplay as Sekiro: Shadows Die Twice. As much as I've enjoyed that game, I don't want to see Sony rehash it under their own label.




In 1274, the fearsome Mongol Empire invades the Japanese island of Tsushima and slaughters its legendary samurai defenders. Jin Sakai is one of the last survivors of a noble samurai clan. To combat his overwhelming foes, he must pioneer deadly new fighting techniques--the way of The Ghost--and wage an unconventional war for the people of Japan. May contain content inappropriate for children, visit http://www.esrb.org for rating information ©2018 Sony Interactive Entertainment LLC. Ghost of Tsushima is a trademark of Sony Interactive Entertainment LLC.
Set aside samurai traditions and forge a new path, the path of the Ghost, as you embark on a vast open-world adventure and wage an unconventional war for the freedom of Tsushima.

VIRTUAL-ON Series Retrospective (Part IV): Merchandise, Cameos, and Legacy



Over the course of the past week, we've discussed each of the mainline games in the VIRTUAL-ON series. We've seen the best of the series with Oratorio Tangram and the worst with Marz. Now, we take a look at the merchandise, cameos, and overall legacy of the series.

That being said, there hasn't be a new Virtual-On title released in over 15 years, following the release of ill-received Cyber Troopers Virtual On: Marz.

The series' 20th anniversary was coming up in 2018 and Sega opted to change that. That's where A Certain Magical Virtual-On comes in. I feel like I would be doing this series retrospective a massive disservice if I don't at least cover this game in some capacity.

Toaru Majutsu no Virtual-On AKA A Certain Magical Virtual-On's box art.


A Certain Magical Virtual-On first released in Japan for the PlayStation 4 and PlayStation Vita in 2018. The game is a collaboration between Sega and Dengeki Bunko, featuring characters from Kazuma Kamachi's light novel series A Certain Magical Index. The game features M.S.B.S. v55.55. It was released on February 15, 2018.

According to Watari Juro, producer of the Virtual-On games, the reason for the collaboration project was that since the Virtual-On series has been dormant for more than a decade, they needed entice previous players of the Virtual-On game as well new players. For the older players they wanted something that could surprise them, and this is where the "Toaru" series comes into the picture. For newer players, it is a way to stand out of the crowd as there are now many new robot fighting games and for those who don't know of the game's history would only look at the game as something of "more of the same".

Despite the initially cold response from both "Toaru" and Virtual-On series fans, Watari Juro was confident that they were heading to a good direction after the release of the crossover novel. According to Watari Juro, they chose to have the mecha that were used in the second game Cyber Troopers Virtual-On Oratorio Tangram (which is later reflected on the crossover game's own logo) for the collaboration as it just had the right amount of mecha in the game. Who would pilot which mecha wasn't decided until Watari Juro could consult talk with Kamachi but he always had a vague thought that Kamijou Touma would pilot Temjin. When designing the mecha, since Index was the main heroine, Katoki Hajime suggested in giving her a mecha with her silhouette, ending up with the unique Bal-Bados (BAL-RlooN) mecha Index pilots. While developing Watari Juro felt it necessary to have the game be released on a home console first instead of the arcades.

Like the novel, the story is written by Kamachi Kazuma, and is a sequel to the crossover novel. As there were many playable characters that were killed-off in the crossover novel, the story in the game is essentially a reset of the events in the novel. Katoki Hajime is retained as the illustrator and mecha designer for the games.

JC Staff, the animation studio that worked on all animated Toaru Majutsu no Index and Toaru Kagaku no Railgun content was later tasked on animating the promotional video for the game, which was first later released on September 19, 2017 in the 2017 PlayStation Press Conference in Japan.


Gameplay


In addition to the three weapons equipped to the Virtuaroid, a fourth weapon is available depending on the ability of the character piloting the Virtuaroid.

As opposed to previous Virtual-On games, where the victor was decided by the amount of HP remaining if a KO wasn't achieved within the time limit, a new point system has been added, with the score determining who wins if time runs out. Additionally, certain actions within the game, such as a point-dominant player running without hitting for a certain time, can result in penalties being imposed.

The game will also have online matches and co-op gameplay.


Notable Features


Voost Weapon - Players can activate abilities related to the pilot character to gain an advantage in battle. Acqua can summon Ascalon as a weapon, Kuroko can use her teleport, and Mikoto can perform the Railgun as Voost Weapons.

Tutorial - Beginner players can learn about the combat system of Virtual-On through a series of tutorials presented by Tsukuyoki Komoe.

Smart Style - Playing using Smart Style allows abilities used to lock onto enemies.

Veteran Style - Recommended for experienced players, in combat, abilities have to be aimed to actually hit enemies.

Missions - Players receive missions that, when accomplished, reward players.

Boss Battle - Players must defeat a computer-controlled enemy that is designed to be considerably more difficult to defeat.

Explosion Code - A separate combat mode where two teams of two play a gamemode similar to soccer.

Kill Attack - A survival-style game mode where a player fights against enemies until the player's unit is downed.

Arcade Battle - A traditional game mode that follows most Virtual-On combat rules.

Network Mode - Players can organize matches with other players connected through the Internet.

Online Battle - Players can look for opponents to play against. Team skirmish with up to two teams of two players are allowed.

Rank Match - Competitive players can enter Rank Matches to gain Rank Points, which are compared with other players in the game's leaderboards.

Cross-Save - Game progress can be synced between the PS4 and the PS Vita versions of the game.

Original Story - An original story written by Kamachi Kazuma details the events that follow the story as told in the Toaru Majutsu no Virtual-On light novel.


Opening Cinematic




Story


The story takes place in a parallel world, just after the events of the GREMLIN Arc. Each playable character has their own story that the player can complete. Each story is concurrent with one another, with the final battle occurring in Touma's story.

Kamijou Touma: Peace has returned to Academy City after the A Certain Magical Virtual-On novel and the Virtual-On tournament Boosters Cup is being held. Kamijou Touma participates in a tag team with Index and continues winning against powerful opponents such as Level 5s and magicians. He is relieved to find Virtual-On is peaceful and safe this time, but then the Blue Stalker, who was supposedly defeated last time, appears again.

Shirai Kuroko: Shirai Kuroko planned to participate in the Boosters Cup with Mikoto. But when Mikoto left her behind and formed a team with Shokuhou instead, Kuroko's anger explodes! Driven by jealousy and vengeance, Kuroko begins attacking participants to gather companions so she can defeat Shokuhou and prove she would be more useful to Mikoto. If you want to know why Mikoto formed a team with Shokuhou, read the new story by Kamachi Kazuma that begins on page 50 of this magazine!

Kanzaki Kaori: To resolve the problems occurring around the world, Necessarius has sent Kanzaki Kaori to Academy City which is thought to be the center of the problems. To gather information, she tries to contact Tsuchimikado who is a fellow Necessarius magician that infiltrated Academy City as a spy, but she runs into various magic side criminals instead...


Characters


Playable


Non-Playable


Lilina
Faiyubu (voice-only)






According to Forbes, as of March 2019, Sega has temporarily halted sales of this game, allegedly to poor sales in Japan. As of this posting (6/28/19), I checked Amazon myself this morning and it comes up on that retailer just fine if you wish to import it though. The game lacks any English subtitles or voice over options, so keep that in mind if you're interested in checking that out. For those who don't know, PlayStation 4 can play import titles without any extra equipment or means necessary since the console isn't region locked.



Merchandise


Chibi Virtual-On Virtuaroid Model kits

In terms of merchandise based on the Virtual-On series, you can't go wrong with hunting down the various plastic model kits based off the Virtuaroids in the series. Marz may have been the worst game in the series, but we got a lot of excellent new VR mecha designs from that game and Force. Hell, I'm going to hunt down a few of these to have in my own collection with my Gundam model kits. Just know that the models mentioned below range from $40 to $90+ via imports - meaning they are a tad expensive in terms of their rarity.

Plastic models





The first plastic model series based on Virtuaroid was released shortly before Japanese release of Oratorio Tangram, and were made by Wave Corporation. These Virtuaroid models are borrowed from Operation Moongate as well as Oratorio Tangram, One Man Rescue and Fragmentary Passage. These models were also made by Kotobukiya, which is well known for making plastic models of Medabots anime and manga series.

Hasegawa Corporation also manufactures the plastic model kits of Virtuaroids from Cyber Troopers Virtual-On Force and Marz video games. Some Virtuaroids, which were originally available only in a few versions, were expanded to including spinoffs, such as Virtuaroid Guarayakha with special equipment, and more alternate-colored versions of some Virtuaroids.

As of 2014, plastic models of Virtual On franchise are still in production. In 2015, even more were brought back into production for the 20th anniversary of the series.



Action Figures





There have been two waves of figures made based off the original Cyber Troopers Virtual-On video game and another line based off its sequel, Oratorio Tangram. There's a few Japanese retailers who are still selling them for those who wish to obtain the collection for themselves. For the record there's five individual companies behind the toys from over the years and I have linked them below if you wanted to see their work:




The kid in me wants all of these too, especially that Kotobukiya and XEBEC line of figures. Holy shit, those look awesome.







Appearances in other media






The Virtuaroids Temjin 747J, Ahparmd the HA-T and Fei-Yen the Knight from the Virtual-On series appeared in the Japanese, turn-based strategy game Super Robot Wars Alpha 3. This was the first occasion of characters from a video game series, owned neither by Banpresto nor their parent company Namco Bandai, appearing in a Super Robot Wars game. Of note about the game is that if the other pilots in the game remove their suits, approach the Virtuaroids and try to speak to their pilots, the Virtuaroids would say that they were being remote-piloted by pilots in another plane or dimension.




In the PSP rhythm-action game 'Hatsune Miku: Project DIVA Extend', the 3rd game in the Project DIVA series, one of the available outfits for Miku to wear was based on Fei-Yen. The special outfit was later made into plastic model figure.



A reference to Virtual On can be found in 21st episode of Hyōka anime, where Hōtarō and Satoshi play the Operation Moongate with the Virtuaroids Raiden and Viper II respectively.

Temjin and Fei-Yen recently appeared on Senko No Ronde 2 as part of selectable characters via DLC.




Legacy

The Virtual-On series has seen it's fair share of ups and downs over it's twenty-plus years in gaming history, but still remains as one of Sega's many beloved properties. The series may not has as much widespread popularity outside of Japan as it does in its country of origin, but there are numerous fans around the world (like myself) who love it nonetheless. I firmly believe that this game is the one that defined arena-based combat to how we know it today in gaming and definitely made an impact for giant mecha-based games at the time.

It goes without saying that the Virtual-On series has inspired other giant mecha-based fighting games as well, namely the popular Gundam Versus series that mostly was limited to Japanese audiences until it's fifth entry, Gundam Versus, came out exclusively for PlayStation 4. The Gundam Versus series doesn't sport the iconic Twin Stick format that Virtual-On is commonly identified with, but it recycles a lot of the same gameplay rules (2v2 format in some of the later entries) and techniques (jump-cancels and dash-cancels are almost identical in terms of their usage) with its arena-based combat.

Out of all of the characters/properties that Sega has been sitting on for the better part of a decade or more, I'm surprised that the Virtual-On series doesn't get the attention that it deserves. The games are admittedly hard to learn, but extremely rewarding for those who dedicate the time to master them, much like any other fighting game. I think the lack of peripheral support and supply for non-Japanese audiences ultimately hurt the series in the long-run on whatever console(s) it ended up on, whether it was the initial releases on the Sega Saturn and Sega Dreamcast, or the re-releases on Xbox 360.

Sega announced that it would be re-releasing all three of these games for PlayStation 4 later this year.

I hope Sega doesn't make this mistake on the upcoming re-releases of Cyber Troopers Virtual-On (Operation Moongate), Cyber Troopers Virtual On: Oratorio Tangram, and Cyber Troopers Virtual-On Force for PlayStation 4 later this year. If the fans want a Twin Stick controller that will work for PlayStation 4, then do it and make it affordable. Don't repeat the mistake of the Xbox 360 releases where the controller costs 30 times more than the actual game costs brand new. There's plenty of fans who want to continue supporting this series if Sega would allow them the means to do so.

This is a series that deserves to be appreciated by players old and new that definitely stands the test of time. I will always have a fondness for this series, but I wish more people knew about it and have the chance to see why I enjoyed it so much. That's the main reason why I took the past week to cover everything under the sun that I could find in relation to the game. I learned a lot about the series that I wasn't aware of until this week and I hope I have peaked the interest of any newcomers who would want to give the series a try someday too.


Thank you Sega and especially both Katoki Hajime and Watari Juro, for bringing this series to life and keeping it's memory alive. Last but not least, thank you to my readers for who have taken the time to check out this theme for this week.


   

REVIEW -- Marvel's Spider-Man (PS4)



Marvel's Spider-Man, commonly referred to as Spider-Man, is an action-adventure game developed by Insomniac Games and published by Sony Interactive Entertainment for the PlayStation 4, based on the Marvel Comics superhero Spider-Man. Released worldwide on September 7, 2018, it is the first licensed game developed by Insomniac. The game tells a new story about Spider-Man that is not tied to an existing comic book, video game, or film, and covers both the Peter Parker and Spider-Man aspects of the character.


Synopsis

Characters


In addition to Peter Parker / Spider-Man (Yuri Lowenthal), Mary Jane Watson (Laura Bailey), and Miles Morales (Nadji Jeter), Aunt May Parker (Nancy Linari), Norman Osborn (Mark Rolston), Harry Osborn (Scott Porter), Yuri Watanabe (Tara Platt), J. Jonah Jameson (Darin de Paul), Jefferson Davis (Russell Richardson), Rio Morales (Jacqueline Pinol), Black Cat (Erica Lindbeck) and Silver Sable (Nichole Elise) appear in the game as well as Morgan Michaels (Phil Morris), a renamed version of Morbius, the Living Vampire as hinted in his bio. Stan Lee cameos as a short order cook.

Enemies originating in Spider-Man and other Marvel comics also appear, including Martin Li / Mister Negative (Stephen Oyoung), Wilson Fisk / Kingpin (Travis Willingham), Herman Schultz / Shocker (Dave B. Mitchell), Max Dillon / Electro (Josh Keaton), Aleksei Sytsevich / Rhino (Fred Tatasciore), Mac Gargan / Scorpion (Jason Spisak), Adrian Toomes / Vulture (Dwight Schultz), Taskmaster (Brian Bloom), Screwball (Stephanie Lemelin), Lonnie Lincoln / Tombstone (Corey Jones), and Otto Octavius / Doctor Octopus(William Salyers).

It also contains numerous cameos, references, and mentions of other characters from the Marvel Universe, such as Daredevil, Jessica Jones, Iron Fist, Doctor Strange, Black Panther, and the Avengers.


Setting


Peter Parker is 23 years old and has graduated from college. Peter has been Spider-Man for eight years and has settled into his role as protector of New York City. Assisting in his crime fighting is NYPD captain Yuri Watanabe. In addition, Peter is working as a lab assistant for Dr. Otto Octavius as he tries to perfect artificial limb technology. However, Mary Jane Watson, now a reporter for the Daily Bugle, has broken up with Peter. Finally, Aunt May is working as a volunteer for the homeless assistance group F.E.A.S.T., led by Martin Li.


Plot (SPOILERS)


Peter Parker / Spider-Man has spent the last eight years fighting crime in New York, particularly against Wilson Fisk / Kingpin who has always managed to avoid arrest due to his power and influence as New York's most powerful crime boss. After listening in on NYPD radio communications, Peter races to assist Captain Yuri Watanabe and the NYPD in arresting Wilson Fisk, with the authorities finally having enough evidence to serve a warrant. After a fierce battle, Spider-Man defeats Fisk and hands him over to the authorities, though the latter warns him that his absence will only bring about chaos. Peter soon returns to his job at Octavius Industries, where he and Dr. Otto Octavius work to develop advanced prosthetic limbs. After suffering technical difficulties with their equipment, Otto and Peter are confronted by the Grant Committee led by Norman Osborn, who are less than pleased with their lack of progress and disregard for safety protocols, and shut down most of Otto's funding.

After Otto lets him off early, Peter goes to visit his Aunt May at her place of work, F.E.A.S.T., a non-profit organization dedicated to helping New York's homeless. The organization, led by distinguished humanitarian Martin Li, has succeeded with getting a majority of the City's homeless people off the street and into their shelters where they are fed and housed comfortably. There Peter helps Li surprise May by throwing her an anniversary party with the help of Li and F.E.A.S.T. staff, celebrating her five years of service to the organization.

This peace does not last long however, as a new mask-wearing gang known only as the Inner Demons soon move in on Fisk's criminal activities in an attempt to take control of the former crime lord's assets. Peter combats the Demons and discovers that some of their members have the power to utilize energy, making them difficult to handle. After receiving an alert that someone has broken into Fisk's auction house showcasing his own personal artifact collection, Peter goes to investigate but finds the Demons have gotten there first. After subduing them he is confronted by his ex-girlfriend Mary Jane Watson, who is now an ambitious reporter for the Daily Bugle. Looking to do a story on Fisk, Mary Jane arrived at the auction house under false pretenses until the Demons arrived in search of a file pertaining to something known only as "Devil's Breath". Mary Jane manages to get to it first and offers to help Peter in uncovering the Demon's plans.

Meanwhile, the Demons continue to attack Fisk's properties and holdings. After several victories against them with the help of Officer Jefferson Davis, Peter attends a rally for Osborn's re-election with Davis, Mary Jane, Miles Morales, and Rio Morales also in attendance. Davis is awarded a Medal of Honour by Mayor Osborn, however Osborn receives an anonymous threat, promising to destroy him and his city, causing him to leave the rally early. The Demons then attack the rally with suicide bombers, killing many of the attendees including Davis, who is Miles' father. Peter witnesses Li, taking the alternate form of "Mr. Negative", leading the attack on the rally. However, he is knocked out by the blast before he can take action.

In the aftermath of the attack, Miles joins F.E.A.S.T. as a volunteer, meets Peter, and quickly befriends him. At the same time, Osborn hires mercenary Silver Sablinova and her PMC, Sable International, to take down the Demons. Sable doesn't trust Peter and constantly makes things difficult for him. Peter continues to pursue Mister Negative and the Demons, discovering that Li has a grudge against Osborn and seeks to steal the Devil's Breath, a bioweapon Osborn inadvertently created while searching for a universal cure for genetic diseases. Li manages to steal the Devil's Breath and attempts to deploy it in Grand Central Station, but is foiled by the efforts of both Peter and Mary Jane. He is subsequently arrested and sent to the Raft, a high-security prison. Meanwhile, Octavius becomes more obsessed with getting revenge on Osborn and begins further developing his artificial arms, turning them into large tentacle-like constructs and controlling them via an untested neural implant. Peter quickly grows concerned that the implant may negatively affect Octavius' mental state.

With his new arms, Octavius attacks both Ryker's Island and the Raft as "Doctor Octopus", releasing all of the prisoners within including Mister Negative, Electro, Vulture, Rhino, and Scorpion, with whom he forms the Sinister Six. He also steals the Devil's Breath from police custody and releases it in Times Square, infecting hundreds of thousands of New Yorkers, including Peter's Aunt May. With the combination of the outbreak and the mass escape of criminals, New York quickly falls into chaos, and Osborn declares martial law. Peter goes to apprehend his escaped enemies, quickly rounding up Electro, Vulture, Rhino, and Scorpion while Mary Jane searches for the Devil's Breath cure Oscorp is seemingly working on. She breaks into Norman’s penthouse and learns that his son Harry (who is also Peter's and Mary Jane's close friend) is terminally ill and that the Devil’s Breath was actually designed as a cure for his condition. After discovering his secret lab, Mary Jane learns that Li was one of the test subjects for the Devil's Breath which granted him his powers. This however ended in tragedy as Li had accidentally killed his parents, sparking his grudge against Osborn. Mary Jane soon learns the location of the cure and informs Peter. After convincing Sable that he's trustworthy, Peter heads to the lab and defeats Li, but Octavius arrives and takes both Osborn and the cure, leaving Peter critically wounded.

With no other choice, Peter builds himself a new armored suit and goes after Doctor Octopus, who reveals he knew Peter was Spider-Man, defeating him atop Oscorp Tower while saving both Osborn and the cure. The amount of cure recovered, however, is too small to save everyone infected and Peter is faced with the choice of either using the limited amount to save Aunt May, who is on the verge of death, or allowing the doctors to study it and mass produce a cure to save everyone else. Peter ultimately chooses the latter and has a tearful farewell with Aunt May, who reveals she already knows he is Spider-Man before passing away. Silver Sable leaves New York to rethink her life choices following her encounter with Peter. Meanwhile, Miles is bitten by a spider that escaped Osborn's personal lab when Mary Jane broke into it. A funeral is held for Aunt May, who is buried next to Uncle Ben, and Octavius is thrown in prison at the Raft. Three months later, New York has largely returned to normal and Peter and Mary Jane decide to rekindle their relationship.

In a mid-credits scene, Miles reveals to Peter that he has gained spider-like powers, prompting Peter to reveal that he is Spider-Man. In a post-credits scene, Osborn returns to his lab where he has Harry kept in a holding tank with a black web-like substance until a cure can be found for his condition. As Norman places his hand on the tank, the substance reacts and copies him.


Downloadable content




On September 3, 2018, Insomniac released details about three story DLC episodes under the banner of "Spider-Man: The City That Never Sleeps" would be released in the three months following Spider-Man's launch.
  • The first DLC episode is called "The Heist", and will be released on October 23, 2018. It introduces Felicia Hardy/Black Cat into the game, focusing on how her return to New York impacts Spider-Man. Although Hardy's presence can be felt during the base game, the developers noted that players would not actually be able to encounter Black Cat without purchasing and playing "The Heist".
  • The second DLC episode, "Turf Wars", is projected for release in November 2018.
  • The third DLC episode, "Silver Lining", is slated for a December 2018 release.

The Verdict


Note: This review is on the initial release of the game from launch. I haven't played the game following it's recent update for New Game+ content and the addition of the first DLC episode.

From the moment, you start up the game, you're going to feel like Spider-Man. Peter grabs his breakfast and throws on the classic costume with the red and blue motif before racing out of the window to catch the bad guys. 


Gameplay


I know a lot of people (me included) will be making comparisons with this game to Spider-Man 2 (the movie tie-in video game) and the Batman: Arkham series right off the bat. You have an open world representation of New York City to explore and navigate at your own discretion as you complete story missions, unlock side missions, stop local crimes, pursue some research activities, complete challenges (offered by Taskmaster in a clever sort of pun), and even hunt down collectibles (including backpacks scattered throughout the city, lost pigeons belonging to a homeless man that seems more like something Hey Arnold! would be assisting with, and even newspapers to boot), and even taking photographs in typical Parker fashion of popular landmarks across the city from both reality and the comics continuity that I'm sure a lot of people are going to enjoy hunting down. Not to mention that there's even "hidden" spots throughout the city to take "special" photographs for those looking to go the extra mile on stepping into Parker's shoes in terms of being a freelance photographer.



Yes, there's a Part 2 of this, too.



Gameplay is always fast and fluid, but I did manage to run into a few glitches, but nothing as hilarious or extreme as the two videos above. First of which, I had my game completely crash from doing one of the OsCorp Research activities. Another crash I had was towards the end of the game and it completely crashed after the one of the story missions wrapped up (one of those MJ/Miles stealth sections) and gave me control back of Spider-Man in free roam.



I think the coolest selling point on the game, even if you weren't a fan of the new costume was that you didn't have to use/wear it the entire game. The means to create and acquire different Spider-Man suits comes very early into the game and each one has their own unique skill/ability. One thing that I wish that they mentioned though (or maybe I didn't get the memo) is that those abilities aren't limited to JUST that particular suit. You can create and swap the abilities around at your leisure to customize your Spider-Man as you see fit to your unique playstyle. I honestly kept the fast Focus build-up ability throughout majority of the game, coupled with the slotted abilities for experience bonuses from combat and cutting down the amount of damage from enemy gunfire and explosions.

Out of all the costumes that were included in this game, I was shocked to see that the Spider-Man Unlimited costume wasn't in this. C'mon I KNOW I can't be the only one who thought that suit was cool.
Maybe we'll get this one as DLC down the road? Who knows... 


Webswinging/Traversal



It takes a little getting used to, especially if you're used to the older Spider-Man games where you simply either spam the buttons or hold it down, but the webswinging in this game is the best that it's ever been. It's hard to describe, but webswinging has a "rhythm" to it (as it should) that has to be picked up on by the player. That rhythm reminds me of so much of the movement of how Spider-Man traversed New York City in Spider-Man: The Animated Series.



Then there's moments like the freefalls/dive mechanic (used primarily to pick up speed for webswinging) where I immediately think of the first time I saw the webswinging in the Sam Raimi Spider-Man trilogy. Say what we want now about those films, but goddammit the cinematography on following Spider-Man's movements in those sequences was stellar. The game manages to capture that exact feeling of being in a roller coaster when pulling off these stunts during gameplay.

I've seen people comment and review the game stating that they enjoyed the webswinging so much to traverse the city that they never used the fast travel points. I loved it but I'm not that crazy about it, y'know? I always get to a point in these open world games where I'm like "enough and let me finish this game and let me get from point A to point B without any extra BS" so bam, fast travel it is for me.

After games like Red Dead Redemption where traveling from different parts of the game to the next took anywhere from 20-30 minutes of real-time gameplay, I value that option for fast travel in these open world games.



Combat



Everyone is going to make the comparison to the Batman: Arkham series in terms of combat right off the bat. As someone who even went as far as writing guides and in-depth analysis on the combat for the Batman: Arkham series, I think this game does combat well in some areas akin to those games and not so well in others. I wouldn't attempt this game on higher difficulties just from the sheer frustration that crowd control is in this game at times. Plus Spidey never seems to target the right opponent when you do particular attacks (web zips to deal with gunmen immediately come to mind), unless it's a perfect dodge and counter situation. Even in those situations, I found Spidey prioritizing dealing with some random thug/bad guy next to him. It's hard to explain but the Batman: Arkham series' combat always had a sense where you always targeted the biggest threat or you always had the means to do so manually.


There were moments I could've sworn the Perfect Dodge mechanic was borderline broken...
Sadly, this isn't one them.

That being said, there was rarely times where I felt the combat was completely unfair in a sense. Maybe it's just me coming from playing the Batman Arkham games on the highest difficulty and my reactions are still tied to those games, but the lack of iframes (invincibility/recovery) on dodges irks me so damn much in this game. You can perfect dodge something and someone will still hit you regardless during that animation. Everything seems to come down to either perfect dodging and countering at the best moment while simultaneously using your gadgets and ground pounds to wheedle down the mobs' numbers. You always have the means to launch enemies up into the air for air combos/juggles, which is the best option against large number of enemies as there's little room to maneuver and/or means to breathe in a sense as you can't reliably count on Spider-Man's auto-targeting, especially against the tougher foes you fight towards the end of the game, like the powered up thugs working for Mr. Negative or Silver Sable's private army of futuristic soldiers and mercenaries. It's more annoying than flat out frustrating when it only takes a shred of stray gunfire from firearms to render Spider-Man to Swiss cheese, especially in the early moments of the game. It becomes tedious towards the end of the story campaign where almost every group of enemies has gunmen armed with rocket launchers (complete with homing missiles), machineguns, or futuristic energy rifles that don't take much to kill you, even with most of the health and armor upgrades. The perfect dodge and counter takedown on gunmen is a godsend in that aspect, coupled with the ability to throw rockets right back to the sender(s), but nothing is more annoying in this game than getting that perfect counter, only for Spider-Man to stand around like an idiot when you hit the corresponding button to follow up with the takedown. I've had that happen more times than I care to admit and it's just so annoying that something so minor in terms of combat aspect of gameplay was overlooked here. A simple fix/patch to prioritize follow-up on specific target after perfect dodges would be great in that regard.

When things go your way in combat, it's a thing of beauty like this sequence above.


I don't want people to get the wrong impression that I think the combat is horrible. Far from it actually, but I have gripes with it that I described above that prevent it from being a far cry from the excellence we've come to see in other action games, like God of War, Devil May Cry series, or especially the Batman: Arkham themed games. And good Lord do they give you far more skills and gadgets than you actually need. Spider Drones (these drones assist you in combat to keep thugs distracted while you focus on the biggest threats), Impact Webs (Instantly KO/takedown an enemy by webbing them to a surface), Trip Mine (instant takedown once triggered to web up an enemy to a nearby wall), and Web Bombs (instantly web up a group of enemies; sometimes sticking them to walls or the ground upon impact) do the trick against mostly everything you run into the game as long as you're quick to web up the opposition once you have them down on the ground or against the wall. Electric Webs are good too, but I honestly didn't gravitate to that gadget as much as I should have outside of the required uses in Story Missions or the bloody obvious moments where there's water on the ground as a clear clue for using that gadget to dispose of the opposition with ease. Those gadgets combined with your suit powers and basic combat takedowns should get you through the bulk of the game without much problems. I found the Concussion Blast and Suspension Matrix both fun to use but the tools required to upgrade them to max level are going to have you grinding sidequest activities for a while. It's worth it though as being able to instantly take Brutes off the playing field (by levitating them in the air with the Suspension Matrix, allowing for easier Focus build-up from aerial combos) in fights with numerous foes at once is a godsend, especially knowing how hectic those ordeals can be. I mostly found the Concussion Blast an asset on missions and sidequests/activities on rooftops as you can just run around, shooting this at your leisure to instantly knock foes off rooftops with ease. With all of those random activities around New York that have bonus objectives for knocking foes off rooftops, this is easily a go-to gadget for that aspect instead of relying on Web Swing Kicks.


(Laughs) I would be shocked if that dude isn't dead after that...

Speaking of knocking the bad guys off rooftops... I'm glad that this game didn't take itself seriously in the regard of trying to act like Spider-Man isn't killing people. It's a freakin' video game. If I had a complaint on the Batman: Arkham series as a whole in terms of gameplay, it was really limiting itself in that regard in terms of worrying about whether or not the Dark Knight was actually killing his adversaries in combat. Rocksteady really went out of their way to make excuses about that once you got the Batmobile added as the main feature of that game and could EASILY run over villains in your way or shoot them down with the cannons or minigun. Both of those weapons were explained as "non-lethal" rounds while contact to the Batmobile was explained as "shocked into submission" by a non-lethal anti-personnel device surrounding the vehicle... What did I think of that? Complete and utter... BULLSHIT. Insomniac didn't write themselves into a corner in that regard. What happens, happens in terms of combat in this game and that's perfectly fine. As long as Spider-Man isn't raining corpses down from the heavens and there's not a ton of bloody corpses in the streets below, I'm completely fine with how they handled that subject manner in terms of gameplay.

Boy, did this game have some underwhelming boss fights though. Outside of the final confrontations with Doctor Octopus and Mr. Negative, The Shocker boss fight, Taskmaster and Tombstone's optional encounters, almost every boss sequence in this game comes down to web throwing environmental objects at said boss until he's stunned/dazed (just like the game taught you how to do in the initial boss fight against The Kingpin). Once stunned, you web zip towards him and unload on him for massive damage, then rinse and repeat. You could tell that they tried to make these fun though with some obvious references/influences from the Batman Arkham games. You cannot tell me that Spider-Man's hallucination sequence from being poisoned by the Scorpion wasn't influenced by either the Mad Hatter sequences in Arkham City or the Scarecrow segments in Arkham Asylum. I'll still give Insomniac an A for the effort though. To be fair, given all of the Spider-Man games that we've had over the years, it's hard to do something new with these various villains that hasn't been already in previous games. C'mon, like how many times can we fight Shocker, Electro, Vulture, Rhino, Doctor Octopus, etc. in video games? I honestly groaned in disgust when I saw that the game was gearing up for a confrontation with the Sinister Six during the game's climax. I thought it wasn't fair to pull the rug out from underneath Mr. Negative in that regard, especially when he's the only one of those villains who haven't been done to death in a video game over the years. Not to mention, this was video game debut here. 

From all of my gripes with the combat at times, I'll admit there wasn't a second during gameplay whereas I DIDN'T feel like I was Spider-Man. That aspect in gameplay Insomniac definitely made a home run on across the board.


Missions


These come in two flavors, story modes and side (optional) missions. I enjoyed the story missions for the most part, with the exception of the ones where the game switches you out from playing Spider-Man/Peter Parker to do it's best imitation of Metal Gear Solid with either Mary Jane Watson or an unpowered Miles Morales (later in the game) sneaking around to avoid detection. These sections are hit or miss at beset and ultimately ruin the excellent pacing of this game's narrative in my honest opinion.

I found the various sidequests in the game ranging from fun to downright tedious. I thought the combat challenges in the various criminal hideouts/strongholds were the best of the bunch, while the ones where you're simply chasing pigeons around New York to catch them or tracking down missing Empire State University students from a lone picture of a random location on the map was downright tedious. The latter kind of missions were few in number while the combat/stealth-oriented ones that I found myself getting the most fun out of my time with the game are plentiful in number. There's a bit of "hide and seek" of sorts in a diversion involving Black Cat, but she's nowhere to be seen in the main game until the Heist DLC drops (or already dropped by the time I post this review). At least you get a sweet looking costume for your efforts and you get to raid her hideout to see everything that she's been stealing as of late.

Once you get further enough into the game to trigger the Taskmaster activities/sidequest, then those missions will range from combat trials or simply tests of how well you can traverse New York in pursue of a specified target. The latter comes down to mostly how well you have a grasp on the webslinging mechanics at that point of the game. In the combat sections for the Taskmaster activities, I never ran into anything that I felt that I couldn't handle as they were either entirely pure combat or half-combat, half-stealth sections.

The Octavius Industries laboratory activities open up early into the game but they all won't unlock until you've completed majority of the game's story missions. It's a nice little diversion with these "science projects" of sorts for easy experience for solving these puzzles. I cannot recommend to players effort that they should get these done as soon as they pop up as you're missing out on quick and easy experience for upgrading your skills and gadgets from this. There's also OsCorp Research side missions too, but these vary in content. It's the only thing that I didn't bother finishing during my Redbox rental of the game, especially after being "scared off" from that complete crash of the game after completing one of them. 

On top of the various sidequest/side missions, there's optional activities as well, including the random crimes that occur throughout New York that Spider-Man is able to detect from the police communication network that he's hacking into regularly. Yeah, there's even an activity/sidequest to activate all of the police radio towers to uncover the entire map of the city. I never see any harm in doing quests like these as it's in the same vein as those type of quests in the Assassin's Creed games, where you navigate to the top of a look-out point or enemy tower, synchronize the location with the Animus and it opens up all of the sidequests and points of interest in that immediate vicinity. Besides, it makes traveling throughout the city towards the end of the game much more easier when you have all of the fast travel points unlocked.



Visuals


This game is a literal "marvel" (no pun intended) to look at and watch in action. Everything from landscapes and skylines in the distance look absolutely stunning. Even though I was a little freaked out at how scary detailed that the realistic models for the unmasked Peter Parker and his entourage of friends and colleagues that make up his universe look in this game, I got used to it over time and embraced this look for the character models.

From the initial E3 trailers for this game about a year or two ago, I'll admit that I wasn't too thrilled about the new costume for our Friendly, Neighborhood Spider-Man. I warmed up to it over time after seeing that Parker dons the traditional Spider-Man costume for the opening chapter of the game. Thanks to the narrative, it makes perfect sense why he had to upgrade his costume on two separate occasions and I was completely fine with that. Besides, if you don't like the new costume(s), you can swap them out at any time for any of the unlockable suits that can be acquired over the course of the game.


Screenshot taken from my PS4 after clearing one of the many hideout side missions scattered around New York.

The game's Photo Mode fits into this visuals category as another showcase of this game's visual excellence. I was glad that a lot of attention to detail was put into that mode, along with the landmarks (as well as the "special" photograph locations) across New York. I didn't play around with the mode much in the early moments of the game, but once I got into the thick of things, I really made a habit of going into Photo Mode after missions, snapping a photo of my handiwork and swinging off into action to stop more crime.

This isn't visuals-related per say, but can we talk about the "social media" tab on the options menu? That was pretty awesome to have like hundreds of Twitter-style comments buzzing about Spider-Man's activities and the effect of his good deeds throughout the city. Stuff like that, coupled with a 3-D look at each of the individual backpack collectibles, adds a layer of believability and immersion to this game's world.  



Narrative (**SPOILERS**)


I loved that Insomniac weren't tied to following a story from the comics nor basing this around a film/TV show. They created their own world here and it just works to reinvent/reintroduce the Spider-Man mythos. There were some parts to the story that I can easily nitpick for being for being bloody obvious, such as Otto Octavius' transformation into becoming Doctor Octopus and Martin Li's transformation to being "Mr. Negative" as how J. Jonah Jameson dubs him on his radio show. Even those points I can forgive them on as this game was entirely their own creature without having to tie to the rest of the Marvel Cinematic Universe or anything that came before it. I thought this game served as an excellent formal introduction to Mr. Negative to a mainstream audience. He's one of Spider-Man's more modern rogues in his entourage of villains, so he's not that well-known, unlike his older adversaries.


Insomniac had balls to do something not even any of the Spider-Man films has had the balls to do. For that, I tip my hat at Insomniac.

I thought it was one hell of a ballsy move for them to kill Aunt May during the game's finale though. I know that the comics did that on a few occasions before rebooting his canon, but damn, that was a shock for the first game in what I'm going to believe as a franchise for Insomniac Games. I felt that Miles' backstory was a little rushed and a bit too predictable here. When the cop was killed and it was revealed that he had a son named Miles, I knew exactly where they were going with this narrative. Someone needs to explain to me how that spider stayed on Mary Jane for so long without biting her first and giving her superpowers instead? That was downright insane that it was clung to her for that long after Spider-Man came to her rescue to pull her out of the hot water she found herself into after sneaking into Osborn's penthouse. Harry Osborn being out of the picture gave Norman a rare opportunity to come off as a father who actually cares about his son (there's a lot of clever clues and evidence about this in his penthouse from the lengths he's going to keep his son's true condition a secret), rather than the arrogant prick that we have all come accustomed to from films, cartoons/animated television series, other various Spider-Man-themed video games, and comic books have painted the picture of him as across other media. Osborn is still hated as a corrupt politician in this game (Isn't that hitting home a little hard there from America's current political landscape?) and that's rightfully justified given his actions in this game, once they brought to the surface.


Even though I loved a lot of Insomniac's redesigns for most of Spider-Man's noteworthy rogues/villains in this game, I gave a groan of boredom when I knew where the plot was going in terms of involving the Sinister Six towards the game's final moments. 

My biggest complaint is that majority of the Sinister Six outside of Mr. Negative and Doc Ock just felt like minor roadblocks than actual "major" threats in the narrative. It just came off too convenient that they were all in the Raft at the same time as the Kingpin at the start of the story and just fit nicely into the timing of the story for Doc Ock to break all of them out to assist with his schemes. Not to mention that they were coupled up in tag team style boss fights that didn't do much in terms of gameplay that regard either. Insomniac could have easily adjusted the narrative to say that Mr. Negative used his powers on all of Spider-Man's villains that were imprisoned in the Raft and manipulated them in that fashion. The whole twist about Otto Octavius and Norman Osborn were former colleagues and actually founded OsCorp together was a nice diversion from the traditional mythos, but was still predictable enough to see coming that Octavius' obsession with his technology was going to lead to him becoming Doc Ock by the end of this game.

Outside of those very minor gripes, I'm glad that this game didn't feel compelled to stay one hundred percent faithful to the Spider-Man comic book mythos and/or the canon of the Marvel Cinematic Universe. It seemed like they had free reign to do their own thing here with this game and that was a good thing.



Play It or Don't Bother?

Spidey approves of this game.
Definitely play this. It's a no-brainer at this point. This is arguably the best superhero game to date based on a Marvel Comics based character and while I feel that it's nowhere as polished as what I feel is the best superhero game to date - Batman: Arkham City, it serves true to what fans (old and new) have come to love about the Spider-Man character.

If you want to check out me playing the game, feel free to check out the Twitch Collection that I posted here.