Sticking to surfaces like a spider can has always been an automatic function or single button-press and we want something a little more active. Taking a cue from the thematically true gameplay design of the Arkham games and the poignant connection we felt to Brothers: A Tale of Two Sons and its rooted, subtextual control-scheme, we think the most accurate way to represent Spider-Man's wall-crawling is by holding a button - preferably, one of the triggers. As you press the trigger further down, your connection to the wall could be stronger and more complete. If you're hanging from a ceiling, slowly releasing the trigger could disconnect everything but Spidey's foot... until you completely let go. The process of holding it down would be a physical recreation of the actual dynamic at play in Spider-Man's wall-crawling power, which is his deliberate intention to do so. Releasing the button would effectively be releasing the wall. Little thematic consistencies like this go a long way in making you feel physically connected to the functions of a games mechanics. Swinging out in the city, this button could even be used to skim the corner of a building with your finger-tips and redirect Spider-Man's trajectory, if nothing else, adding flare to...