Most of what made Spider-Man 2 such a ground-breaking super-hero game was it's authentically physics-based web-swinging system. We've seen plenty of variations with this approach since, but no other Spider-Man game has taken it to the next level. We want these, dynamic, physically reactive systems we've been yammering about to translate to web-slinging as well. Going back to Spider-Man 2's single-trigger swing with a directional analog-assist, the height of where our webs reach should be sensitive to the exact angle that we flick with the stick. When our weight is being carried a certain way, we should have to commit to that direction and speed, necessitating aerial creativity when adjusting our course. Depending on the angle and momentum with which we release, we should dynamically flip and tumble, accentuated by a somewhat procedural, dedicated super-parkour feature that sees us vaulting and ricocheting past extra rooftop clutter with speed and style. Web-Rush Mode feels far too locked-on. Just like wall-sticking, letting go of the trigger should let go of the web, and if we bank too sharply around a corner and miss a strand, we should half-crash through a window or crumple against a a 10th-floor brick wall. If it's just a graze, then we could correct it with a wall-run. No shoulder-skating the sides of buildings... not without spinning-out or eating sh@t. Our stomach might actually drop if we knew that the difference between a will-timed webline and a lazy thwip meant actual danger. Every aspect of the mechanic needs to feel consequential if the stakes of swinging high above New York City are ever going to be a tangible thing.