Spider-Man: Shattered Dimensions

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I liked Web of Shadows, it allowed Activision to break free of the Spidey movie games and tell their own story. Granted the game controls did leave some to be desired but they were still pretty good once you got the hang of things. And switching between the Black & Red suits was awesome. Best Spidey game since Spidey 2 in my opinion.

I'm looking forward to this, I'm interested to see the direction they'll go...I just hope Activision isn't rushing their developers like usual...that is what they ALWAYS do and you end up getting a game that could've been tweaked slightly for some of the various bugs.

Very well said and agreed. Web of Shadows wasn't perfect, but it was definitely my favorite, next to SM2.

Ah, memories....

My biggest concern is how vast game play in each dimension will be. I'm just hoping it won't be one of those games that you finish thinking, "That's it?" I'm sure it will be visually stunning (as most next gen. games are nowadays,) but I'm really hoping for LONG gameplay.

And PLEASE no more side missions that include: "Web up 10 henchmen....Now, web up 100 henchmen....Now web up 1000 henchmen." I don't know what the alternative would be, but after seeing that in almost every SM game since the original movie adaptation version, I'm hoping for some change in that department.
 
Don't worry, i heard their was some ass chewing because of the last spider-man games. And they don't want repeat performances.

Activision CEO Bobby Kotick has come clean and admitted that the company's last five years of Spider-Man games have "sucked". Yes he actually said that.

Speaking to US mag Game Informer (via D'Toid), Kotick said, "Our Spider-Man games have sucked for the last five years," he said when talking about what he's seen in the quality control department from Blizzard. "They are bad games. They were poorly rated because they were bad games."
He added that, "We went away from what is Spider-Man. It's about web-slinging. If you don't do web-slinging, what is the fantasy of Spider-Man?"

<!--[bigpic]--> The games Kotick is talking about are Spider-Man: Web of Shadows, Spider-Man 3, Spider-Man: Friend or Foe, Spider-Man: Battle for New York, Ultimate Spider-Man and Spider-Man 2.


(SM2 AND USM were great though)

I really liked USM. Playing as Venom (and having they're own storyline) was nice for a change. It definitely deviated from the norm in my opinion.

I never played Friend or Foe, nor did I play Battle for New York. And by the sounds of it, I didn't miss much. :lol
 
SM2 real good
USM real good
Web of shadows Good

The rest meh.

I'm hoping for some more good here, and from what i've seen so far were at least going to get that.(the new direction they're going is proof enough of that for me)
 
SM2 real good
USM real good
Web of shadows Good

The rest meh.

I'm hoping for some more good here, and from what i've seen so far were at least going to get that.

I think because I'm a Spider-Man fanboy, I'll take just about anything at this point. BUT something of high quality (in terms of game play) would be appreciated. :lol
 
I think because I'm a Spider-Man fanboy, I'll take just about anything at this point. BUT something of high quality (in terms of game play) would be appreciated. :lol


I think it's coming, i think it's time. I have high hopes.

(love the fact that the guy from the 90's show is doing the Noir voice)


/Thiwp
 
I think it's coming, i think it's time. I have high hopes.

(love the fact that the guy from the 90's show is doing the Noir voice)


/Thiwp

Most definitely. It will be nice to have some "hints" of the good 'ol days.

This is a totally random question but, isn't the guy who does the voice of Spidey from the 90s animated series the same guy who played Greg in the Brady Bunch movie? (Random yes...I know. :lol)
 
I will say that if Spider-Girl is one of the dimensions then i will be pissed. 2099 is almost a given.

(would love USM)
 
I will say that if Spider-Girl is one of the dimensions then i will be pissed. 2099 is almost a given.

(would love USM)

I think I'm pumped about the 2099 Universe, in large part, because of the enviroment. I remember the 2099 Manhattan being dark, gloomy, etc. etc. Everything had that futurist feel/vision that was typical of what people expected the future to look like in the early/mid 90s. It's difficult to describe, but you know what I'm getting at. Add Miguel in there with his classic suit and I'll be a happy camper.
 
I actually no know nothing about 2099, so it will be a first for me if it's in there.
 
Love these games, have them all but this looks wierd. Not feeling the Noir thing, its just not what I think of for Spidey. May work for Batman or Frank Castle but Peter Parker being smooth and noir? Don't see it.

The Spider-Man Noir books were really really good. And noir means:

noir (nwär)
adj.
1. Of or relating to the film noir genre.
2. Of or relating to a genre of crime literature featuring tough, cynical characters and bleak settings.
3. Suggestive of danger or violence.

And as such the "noir" world was based around the film noir/crime literature concept. Also...tough and cynical defines Peter Parker!

Meh, looks like they are trying to make Spiderman like Batman. Graphics look weak too.

As for the graphics...I don't think the graphics are "weak". I think they are stylized. The game seems to have a psuedo comic book look to it. AS though the 2-D characters/environment is being portrated in 3-D.
 
Can't wait to find out what the other dimensions are.....personally I hope it's Ultimate and 2099...


I JUST saw that Christopher Daniel Barnes is the voice of the Noir Spider-Man and he was the same voice of Spider-Man in the 1990s Fox animated series !!!!!!! :rock:rock:rock:rock:rock
 
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Thomas Wilson (Creative Director), and Stephane Gravel (Producer) at Beenox talk about the concept behind Spider-Man: Shattered Dimensions.

What was the main idea that drove the concept of Spider-Man: Shattered Dimensions?

Right from the get go, we asked ourselves: What would get people excited about the next Spider-Man game? What would get them genuinely interested and talking to their friends about it? Listening to feedback and reviews from previous titles, it did not take long before we realized gamers and fans alike wanted variety. Most importantly, a lot of them wanted the next installment to stray away from open-world game design. Following these observations, it appeared the answer lay in something we had not seen before. We started digging into the entire comic book universe of Spider-Man for something other developers might have missed. As we dug deeper in our research we realized there existed multiple versions of Spider-Man, some of which had not been portrayed in any video game ever. We eventually came to the conclusion that delivering on the concept of playing multiple (therefore new) versions of Spider-Man would provide the fresh, new experience everyone has been waiting for.[/size]
What was the main idea behind the art direction for the game?
Once the core concept of exploring multiple dimensions of the world of Spider-Man was established, the idea of presenting them in their own unique art direction came naturally. Our goal was to get gamers’ attention right when the first screenshots would be revealed. We therefore spent some time with our Technical Art Director, Pascal Brulotte, and Chief Programming Officer, Sylvain Morel, to determine the feasibility of rendering multiple art styles within one game. Time passed and as we reached visual prototype, all teams got really excited about the end result.
Why did you guys decide to do four different universes instead of focusing on one unique one?
Our decision was motivated by the need to offer something new to gamers, something that would appeal to hardcore fans of Spider-Man and attract newcomers as well. Variety was the key here. We were fully aware fans would want to play the Amazing Spider-Man and the other universes we had selected, although quite unique in there own right, would not resonate as much if isolated into one product. At that point in time, offering a window of each universe struck us as the best idea (we even had five at the time!). It was even more appealing once we started talking about having a unique art direction for each dimension. Early tests proved that we could do it, and that got us excited: we had our main selling point.
Amazing_Alter_C.jpg

Did the four different universes require different game engines?
Nope. We have an extremely versatile engine and an incredible technology department to back it up. Once the different art directions were established on paper for each dimension, internal tests started to see if we could mimic them on screen. What our game needed the most were multiple rendering techniques, and we quickly found out our engine could support them all.

Of the four universes, which style was the easiest to establish? Which of them was the hardest to define?

I would say that Noir and another universe we’ll announce later were not that hard to establish, technically speaking. On the other hand, the style for the Amazing universe gave us some headaches. Our initial vision was to transpose the vintage comic book look, including the typical printed-dot patterns and old-paper texture. After a few unsuccessful tests, we came to the conclusion that these full-screen filters were not working well with moving imagery. We went back to our original inspiration, re-evaluated our techniques, and found a visual treatment that delivers the look and feel we are going for. In retrospect, I must say I am quite satisfied with the end result.
 
Game comes out sept. 7. I would think one of the two dimensions left gotta be right around the corner.
 
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