
Unfortunately, your move set is fairly limited, and they have tons of health, so defeating them becomes an exercise in tedium more often than not. The developers really nail the comic book feel throughout the campaign. It's cool to see all these heroes and villains and the graphics are full of color which make them fun to look at, even if they are still a bit blocky. Along the way, you'll run into Doctor Octopus, Venom, Black Cat, Carnage, Mysterio, Scorpion, The Human Torch, Rhino, The Lizard, Daredevil, Captain America, The Punisher and Ghost Rider. The game's plot involves an imposter Spider-Man getting up to shenanigans, and Peter Parker has to track him down in order to clear his good name. As soon as I was given control of your friendly neighborhood Spider-Man I remembered all of my doubts, and they were not unwarranted. Alas, my job is to critique, not stare rosy-eyed at a screen. The memories of this game felt as fresh in my mind as the day my dad brought home a Nintendo 64 copy of the game. For a moment, I had high hopes along with the memories of colorful web-slinging adventures. The menu, music and comic book style opening cutscene brought back memories of late nights huddled around a shitty CRT with my cousin duking it out with Spider-Man's cabal of villains. When I started the game up I was hit by a wave of nostalgia. Spider-Man for the PlayStation is no exception. Designing games in 3D was a whole new world, and almost all developers were ill-equipped to jump into it at the time.

Nowhere is this more apparent than in the PlayStation and Nintendo 64 era. When you sit down to play a PlayStation game in 2017, it not only has to contend with the massive leap forward we've made in terms of technology, but also the fact that it's a product of a radical paradigm shift in design philosophy. Most older games simply don't play as well as modern ones. This is a highly technical medium, and gaming's massive popularity in recent years has ensured a blazing speed of progress.
