9. Procedurally Dynamic Acrobatics, Combat And Ragdolls
Spider-Man barely gets by on an indecisive mix of aerial attacks, janky counters, shallow web-tricks and attack-button spamming. We loved Web of Shadows' car-throwing and vertical combat while the most recent Amazing Spider-Man 2 did a decent job copying Arkham like everyone does, but neither were a complete package. Shattered Dimensions packs the most raw punch overall, but again, that awesome game isn't our open-world ideal. We want the same motion and behavior systems that govern Grand Theft Auto's newest-gen A.I. to be tied into several aspects of Spider-Man's world, and fighting is definitely one of them. With adaptive animation's running our combat engine - the same ones at work when people get hit by cars or fall down stairs in Rockstar games - we might finally get a brawl-system with infinite replayability. If Spider-Man is to authentically and procedurally duck and weave, based on the constantly varying angles of attack, he has to do so gracefully. A dedicated evasion button, a la Assassin's Creed's parkour feature, could allow us to flip stylishly all over the place and out of harms way. We would also just use this button to look cool. We'd throw some slow-mo "Spidey Sense" in there to accentuate cinematic angles and creative takedowns. Web-lassoing thugs off of buildings would also most definitely return.