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...
Real Science Magazine called James' addiction to video games "sexually attractive." He also worked really hard and got really lucky in college and earned some awards for acting, improv and stand-up, but nobody cares about that out here in LA. So... He's starting over fresh, performing when He can. His profile picture features James as Serbian, vampire comic Dorde Mehailo with His anonymous Brother and Uncle at the Nerdmelt Showroom in West Hollywood. In James' spare time, he engages in acting, writing, athletics, hydration, hours of great pondering and generally wishing you'd like him.