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Amazing Spider-man review: Spidey's best yet - but Batman can rest easy

Still enjoyable, even if Beenox are no Rocksteady

Every superhero has a power that developers need to nail. For Green Lantern it's the ability to construct literally anything imaginable - understandably, this is hard, and that's why there are no good Green Lantern games.

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For Superman it's being an invincible ultra-being who's also morally perfect - again, developers struggle with that one. Batman needs to be vulnerable in light and powerful in darkness - a hard task, but one Rocksteady were more than up to in Arkham's Asylum and City. The lesson? Nail the power and you nail the game.

With The Amazing Spider-Man, Beenox have been wrapping their minds around the concept for the better part of two years - double that of their previous games Web of Shadows and Shattered Dimensions. And it shows. What's the first thing gamers do when a new Spider-Man game drops? They head to New York's tallest building, drink in the skyline, then jump right off. That's what being Spider-Man's about, and getting it right is imperative.

SPIDER CAN

And Beenox fundamentally have. Web-swinging's been built from the ground up, a close third-person camera used to eye-watering effect as it blurs and shakes behind. You all but need goggles to keep out the bug splats. It's a more cinematic experience making last-gen's Spider-Man 2 franchise-high feel coldly detached by comparison.

Like Treyarch's 2004 gem, webs stick to buildings rather than vague spots in the sky. You'll hold the right trigger to swing automatically, and though it feels a little hands-off in comparison, skill comes from rhythmically releasing the button to swing at different heights, speeds and angles.

It's wildly balletic but still follows physics; find yourself without anything to swing on and you won't swing. That's where Web Rushing comes in, and the new technique revolutionises the wall-crawler's moves. Hold RB/R1 to momentarily freeze time, pick a spot on the scenery, then release.

When time starts you'll get there in the most extravagant way possible - across hoods of cars, over radio masts and around flag poles. You can pick objects in the immediate area, or distant shapes down long avenues to which you'll automatically chain together movie-quality moves to reach.

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Again, some might accuse it of wrestling control from the player, but for those lacking the reaction times of a superhero it's essential in communicating superhuman speed and agility. It's impossible to be Spider-Man in realtime; Web Rushing's the workaround.

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