Game Reviews Playstation The Amazing Spider-man (PS3)
 
The Amazing Spider-man (PS3)

The Amazing Spider-man (PS3) Hot

Editor rating
 
4.0
User rating
 
0.0 (0)


Accessibility At A Glance The Amazing Spider-man (PS3)

4.0

   
Precision > Yes You will need precision to play
One-Handed > No Take a look at the detailed review before you buy
Deaf Gamers > Maybe Ummm, I would read the detailed review
Subtitles > No Character text is present but not ambiant
Colorblind > Maybe Some challanges, but playable

About the Game

Class
Commercial
Genre
Maker
Activision
Release Date
June 26, 2012
Multi-player
Yes
Licence Category
commercial

the-amazing-spider-man


The web-crawler returns in this Spider-Man adventure based on the Amazing Spider-Man motion picture. Created as an epilogue story occurring entirely after the events of the movie, the game features the return of free-roaming web-slinging all over the city and evolutionary improvements to navigation and combat, as the newly anointed Spider-Man is plunged into an all-new storyline charged with protecting Manhattan from a variety of criminals.

Image Gallery

The Amazing Spider-man (PS3)
The Amazing Spider-man (PS3)
The Amazing Spider-man (PS3)

Editor review

The Amazing Spider-man (PS3) 2013-01-12 23:51:14 Rob McCaulley
Overall rating 
 
4.0
Mobility 
 
4.0
Visual 
 
2.5
Hearing 
 
5.5
Rob McCaulley Reviewed by Rob McCaulley    January 12, 2013
Last updated: January 12, 2013
#1 Reviewer  -   View all my reviews

Amazing Spider Man

Of Beenox’s attempts at the Spider-Man franchise, it is my opinion that The Amazing Spider-Man is the most successful at being accessible yet though the scores it received certainly don’t reflect that sentiment. With another few attempts; letterboxes here and there – for subtitles and ambient noise captioning, a few more options – a customizable control scheme is a must, and an alternate suit – of the colorless variety (or colored if the default is colorless), I think Beenox could make Spider-Man into a pretty accessible Super Hero among the ableGamer persuasion by building upon the mechanics in The Amazing Spider-Man. This is a review and not a “How to build a better Spider-Man game” article, so without further ado;

The Amazing Spider-Man isn’t a bad game, and with exception to hearing and visual disabilities, it doesn’t do too much to hurt itself when it includes things to make the game more accessible to people with disabilities. It’s big failing point, and the reason for its score is that it just didn’t do a lot of the things that games need to do in order to be accessible to the majority of the disabled gaming community;

Colorblindness is a great example of an oversight that can cost a player a game. There are a lot of opportunities to offend the color palette of those affected by red/green color blindness as the red on Spidey’s default suit doesn’t always mesh well with the various shades of green seen over the course of the game. A lot of pressure can be taken off by finding one of a handful of spiders which are very well hidden throughout the city which grant access to alternate costumes in Spidey’s closet – most of which are costumes that see completely neutral shades of black and white used as their primary colors. It is much easier to wear black than have a little bit of red get swallowed by a sea of green and consequently wait for what seems like an eternity to reload the game.

Seriously - waiting any amount of time for the game to reload after a stupid death like dying via colorblindness.

Much like the skilled eye it takes to find a camouflaged Scarlet-Spider symbol hidden among bricks, it will take just as skilled an eye to combat some enemies found in the story missions of the game although side missions are not void of lower contrast either.

The lowered contrast met in the game can be met with its own accessible work-around as Spider-Man’s web which is projected onto the ground when the wall-crawler is doing his thing on the walls or ceiling does provide a more contrasting cue telling players that they can hit a button to perform the desired action.

Cues like this span The Amazing Spider-Man; whether swinging through the city, hunting in a research facility, or riding a speeding car through the streets, these types of cues, which sometimes happen as part of quicktime events or during combat are very well done as they’re both large enough to be read and seemingly have some degree of forgiveness to how long they appear on screen and can be reacted to. That is not to say that timing doesn’t play a role in their successful activation.

Quicktime-like events aren’t the only area where timing becomes important. There are many forms of races against the clock which mainly take place as side missions but do rear their ugly heads during story missions as well.

Timing also manifests itself in the form of turning on/off valves in order to bypass obstacles, or even just to get by security. More often than not there is a Spider-Man-ish way to get around these problems, and most of which can make use of Spidey’s Web Rush to do so.

Though it isn’t a perfectly accessible mechanic by any means, Spidey’s Web Rush which can be activated by holding the R1 button allows the passage of time to be slowed for a certain amount of time before gravity starts working again and the Web-Head descends earthward. Web Rush can be improved upon in-game by way of upgrades, but upgrades have their limits and wherever there is a limit, there is an issue off accessibility. When fully upgraded, there is a generous amount of time given to best utilize the Web Rush. While there is a limit to how long it can be used, there is no limit to how often it can be used meaning that in theory Web Rush could be used nearly every second the game was played.

Excusing the visual aspects mentioned above, all would have greatly benefited from the inclusion of a customizable control scheme. With the ability to remap a control scheme players can effectively void a control scheme that doesn’t allow them to player at their optimum.
The subtitles chosen for this game are like any other game; white font, black outline, not too small – but just small enough to not be great, and of course no letterboxing. The only difference here is that in The Amazing Spider-Man speakers are always identified before dialogue in a red font which replaces the white which is a nice touch, and while speaker identification is great, it doesn’t help the over-all readability of the subtitles.

Also much like many other games, there is no hint of any kind of captioning of ambient noise – if it isn’t directly affecting Spider-Man, Spider-Man doesn’t care about it. While this might seem like the same old song and dance and is the same old song and dance, it shouldn’t be the case. Comic books spell out everything that happens to their readers, the movie this game is based on is more than likely available captioned for the hearing impaired. Both parents carry the gene – shouldn’t the byproduct?

Mobility = 4/10
~Three choices of difficulty are available to players; “Human”, “Hero”, “Super Hero”.*
~There is no way to avoid button mashing in this game.
~This game features one control scheme that cannot be altered in any way.
~Camera sensitivity can be changed by way of a horizontal slider in the options menu.*
~Quicktime events are frequent as well as mandatory.
~Other than a mechanic which shifts Spider-Man’s focus automatically when near an object of interest, the game features no assists.*
~A lack of precision is something that can sometimes be overcome with the help of the Web Rush mechanic that allows the slowing/stoppage of time which buys the player time to be more precise than they might normally be – there is a time allowance for Web Rush.
~Sometimes in the midst of a fight or when shooting webs close enough to a target, an auto-aim-like mechanic will take over for the player making precision less necessary.
~Time is important to Spider-Man; story missions as well as side missions called for the completion of certain tasks by the end of an allotted amount of time.

Visual = 2.4/10
~Comic books don’t always do so well with high contrast visuals, this game – based on a movie based on a comic book is no different.
~No colorblind options to be found in this game.
~The subtitles could easily be twice as easy to read; they follow the same white letter, black outline, small font, without being letterboxed pattern as many other games, though subtitles do identify the speaker in red, so there’s that.
~There is much interaction between red and green throughout this game in both story missions and side missions. A great way of partially eliminating the frequency of interplay would be to wear one of Spidey’s darker colored suits, however no alternate suit is provided by default and these are not easy to find as they are all in extremely low contrast areas.

Hearing = 5.5/10
~Subtitles are present in the usual videogame form of white body, black outline, small font without the luxury of letterboxes to increase their visibility.
~Speakers are identified in the same way as dialogue subtitles though the white of the body is replaced by red.
~Ambient noise is not captioned.
~Audio cues do not exist without visual cues to match.
~Game can be completed without disadvantage due to lack of hearing.

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About the Author
Rob McCaulley
I'm Rob McCaulley, one of the staff writers here on AbleGamers. (Thank you for the oppertunity.)

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