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GamesRadar
GamesRadar
Technology
Sean Cole

"Our bosses would have stopped us," if PS2's Spider-Man was made today, says director: "There were several months of us telling our bosses 'Don't look at it yet! Don't look at it yet!'"

A crop of the Spider-Man 2: The Game's Xbox box art, showing Spidey with a reflection of Doc Ock in his eye-lens.

Treyarch's original Spider-Man game lacked something. It was solidly made, and enjoyable enough to play, but failed to replicate the visceral thrill of hurtling through New York as a web-slinging superhero. It didn't capture the freedom, speed and fluidity of movement that makes Spider-Man so compelling.

Jamie Fristrom, one of Treyarch's first employees and a key member of the development team, had been away on his honeymoon when work started on Spider-Man, which was based around the first instalment of the Sam Raimi trilogy. Fristrom returned to the office to find that his colleagues had embarked down a different path to the one he envisaged.

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