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Spiderman ps4 balance lock3/28/2023 So we’re doing something that is hopefully right for the majority, but I always feel it’s far more important that when somebody tells me like 'I don't like that mapping you did there' I'm like, 'Okay, well, can you map it the way you love it?'” If it's right for everyone, then why are we even allowing you to configure it?” Katsman continues. “What to me is really important is not that the default mapping is the right one for everyone – it’s a bit of a misnomer to say that. Nixxes did have some flexibility to deal with the swingfeel issue, thanks to the good old PC staple of customisable controls. "If it's right for everyone, then why are we even allowing you to configure it?" And then we do a whole bunch of external user tests where we have people coming in, and make sure they feel they're getting that feeling.” Then we went external, we started also bring in people from Insomniac, all playing like 'Hey, how was this for you guys?' Just to get that feeling across, and to keep iterating on that, adding other methods for people to reconfigure it, other ways to tune in slightly differently. “We started out with some initial attempts, and then we kept iterating on those with some feedback from various people in the studio. I think when we started, we certainly didn't feel like we had a lot of obvious examples of other games, like 'Oh, we should sort of mirror what that game was exactly doing.' I think this is far more unique." “It was a road, I guess, to explore,” Katsman admits. How difficult was it to recreate the sensation of swinging on a PC’s mouse and keyboard? Arcing between Manhattan skyscrapers isn’t just a traversal mechanism but lies central to whole game’s "become Spidey" fantasy, and it was only ever initially designed for controller play. I had some questions about additions to the game’s technical toolkit, like improved ray tracing and a surprise AMD FSR 2.0 implementation, but first thing’s first: the swinging.
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