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September 21, 2008

Spiderman reviews Cont..

One of the biggest challenges in dealing with a hyperkinetic character like Spider-Man is being able to keep the camera following him. How are you dealing with that in this game?

One of the very first things we looked at changing when starting "Web of Shadows" was the camera. We actually started with the simple assumption that seeing where you were going isn’t always the most important thing, particularly during combat. The very fact that Spidey is so "hyperkinetic" might make this seem counterintuitive, but when you are engaged in combat with someone or chasing a target then what is often more important than where you are going, is where your target is at. The additional benefit from this assumption is that your targets rarely move as frenetically as Spider-Man does so not only do you get a smoother view of the scene but it also serves to provide a much more cinematic view as well!

In addition to targeting enemies, the other aspect we wanted to build into the camera system from the notion of player control. No camera system is going to perfectly predict what every player wants to see at every moment so giving the player direct control over the camera at all times was a core goal we established early on.

 

Based on those ideas, we rebuilt the camera system entirely around the notion of targeting enemies and framing Spidey and his foes as much as possible while still retaining full player control over the camera at all times. Whenever there are enemies nearby, the player can lock the camera onto any one of them, set it to focus on the most relevant enemies engaged with the hero or manually control it with the right analog stick. We’ve worked hard to make the camera adaptable to all sorts of players and all of this is accomplished with the left trigger and right analog stick (on the PS3 and Xbox 360). 

Watch out guys…check this out always,.,tnxemoticon 

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