Mechanically speaking, I actually did enjoy the ones in 2. They just don't at all gel with the narrative for me, given the ease with which she is dispensing goons and symbiotes that are far more mechanically complex for either Spider-Man to take out.
So I don't dislike them as a concept - they serve as a potential avenue of vulnerability for the hero and a means of adding real stakes where there ordinarily may not be. But if you do it, you gotta do it right. It's gotta conform to the logic of the story and gameworld, not the other way around
They were meant to break up the pace but still pretty dumb. Bryan didn’t want to just cave in and get rid of them in SM2 which is respectable, and instead looked into making them more fun which he did by not having a mission fail if you’re spotted, being able to take a few hits and being able to complete missions by running past guards.
People still complained which is my guess to why they cut the very fun Jean Grey missions in Wolverine that were basically finished. Apparently she played exactly like Jesse Faden in Control, so you could psychically move objects, mind control enemies into allies and more
And why the fuck would you cut out playable Jean Grey sectors, in what way is one of the most powerful people in that world comparable to a girl with a taser gun ffs
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u/Herr_Etiq Sep 11 '26
This is coming from the studio that decided Mary Jane stealth sections is something spider-man fans really want in a game, so im not surprised.
The suits are out of touch, yet again