Spider-Man has had a pretty rocky history as far as videogames are concerned, and the last couple of years have not been encouraging. Spider-Man 3 missed the mark by a considerable margin, while the less said about Friend or Foe the better. With Web of Shadows, Spider-Man is in the hands of a new developer – Shaba Games – who is trying to reinvigorate the license by making combat more involved and spectacular, by improving the camera system, and by having an epic storyline that sees the city itself evolve over the course of the game, and with it the enemies Spidey faces. It all sounds – and looks - pretty promising, and we were fortunate enough to grab Chris Scholz, the studio head at Shaba, and Graham Fuchs, the senior executive producer on the game, for a chat to find out more.
IGN AU: How did Shaba come to be involved with this latest Spider-Man title? You haven't made one before, so what was it about the studio that convinced Activision that you were the right people for the job?
Chris Scholz:
IGN AU: In terms of being comic book fans and being given the Spider-Man license – without a film attached – did that mean that you were trawling through existing story arcs, or did you want it to be an original story from the get-go?
Chris Scholz:
IGN AU: Was it easy to sell Marvel on that as a concept?
Chris Scholz:
Graham Fuchs: They were really great to work with because they're very used to having their characters reinterpreted by different artists and whatnot, so they liked the approach we were taking in terms of what we wanted to do, and as long as we could find inroads into the Marvel universe to support that, they were all for it, and totally supportive through the whole thing.
IGN AU: In terms of the enemies that you're going to face in this game, are they all going to be symbiote-derived?
Graham Fuchs:
IGN AU: You've spoken about shifting alliances in the game, and how you the way play influences how people will react to you. Can you tell us a little about how the mission structure will work with that system?
Chris Scholz:
IGN AU: So does that mean that some missions will be open to you and some won't based on where on the metre you are?
Chris Scholz:
IGN AU: One of the biggest weaknesses of previous Spider-Man games has been filler gameplay – fighting faceless mobs that are only there to boost the length of the game. How are you looking to give it a decent length, without resorting to samey gameplay?
Chris Scholz:
Graham Fuchs: One thing that we've said before is that, unlike previous Spider-Man games, where you're fighting the same guys at the end as you were at the beginning, as the threat to the city gets bigger you're going to be fighting – you start off fighting more regular thugs, then you start fighting super-powered villains, then you'll start fighting these creatures with powers to rival Spider-Man's, so the experience is going to change throughout the game to keep up with what you're doing.
12:00 am PDT July 24, 2008