
If they reach high enough, they just might. While I am glad to see Spider-Man transform towers into yet another platform for Spidey's fluid parkour - rather than obstacles to overcome - it is time for developers to find a new approach to how their games' maps are explored. In a game that is likely perched at the top of many GOTY lists, tower-perching for collectibles seems a bit. Spider-Man enters a new area, his Spidey-sense tingles, and voila: that map area and its collectibles are revealed. However, if the towers themselves are going to be treated as non-events, why not circumvent them all together? Are they really needed when you could simply uncover GPS caches, for example, or craft an awesome gadget in Doc Ock's lab? I do agree that a system needs be in place to gradually reveal Spider-Man's map and collectibles - there are a vast number of collectibles available from the very beginning of the game, and it would be quite overwhelming to see them all the first time you access your map. The deftness of the activity is what makes it palpable, but if the best part of Spider-Man's towers is that you pass through them rapidly, are they really a boon to the game overall? Each has unique highlights and we can be nitpicky about either ( Horizon: Zero Dawn 's repetitive hide-in-tall-grass stealth kills or Breath. Rather, the focus is on completing very brief puzzles at the top and then moving to the next objective. Gameplay mechanics in Horizon: Zero Dawn are more dynamic and advanced in combat, but The Legend of Zelda: Breath of the Wild sees game elements interact with each other in unexpected and innovative ways. Personally, I am mad hyped for Zelda- I was going to get Horizon at launch too, but it launches three days before Zelda and the Switch, and there is Press J to jump to the feed. Horizon shines in ways Zelda doesn't and vice versa. Some of those aren't simply details as they are mechanics. I could web-sling my way there without impedance. ago Having beaten both, feels like this was put together with the intention of making Zelda look better. The release of titles such as Horizon Zero Dawn, The Legend of Zelda: Breath of the Wild. In Spider-Man, this task is not centered around the sluggish act of climbing the tower itself. Maps in games like Horizon Zero Dawn, GTA: Vice City, etc. Then along came Spider-Man, and again I found myself locating items from atop steeples.

If you miss your jump, you're stuck waiting for the mammoth machine to pass by your spot again for another try.Īnd I certainly missed my fair share of jumps.Īfter these two titles, I was at a breaking point and decided I needed some time away from games with tower-affinity. To scale one, you need to find elevated ground, wait for the Tallneck to pass you by, and jump on to it. Here, the towers are machines called Tallnecks. Zero Dawn, on the other hand, I found particularly painful.
