Why movement is so important in superhero games

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Why movement is so important in superhero games
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It's like a natural state they all aspire to: we want our superheroes to be able to get around with ease and look cool while they do it.

In a lot of ways Arkham Asylum was the best of the Batman games. Being set on one island full of mad people gave it a tight scope, and only in the occasional boss fight did it feel like it bit off more than it could chew. But then there's a moment when I fall off something and have to wait for Batman to float all the way to the ground before using the Batgrapple to Batlaunch his Batself onto the platform I want him be on and I remember the most useful innovation of the sequel.

He's not the only character to follow a similar path of evolution. Wonder Woman has gone from only being able to fly by jumping in her invisible plane to having the ability to glide on air currents to straight-up unassisted hurtling through the sky. Even the iconic flying superhero, Superman himself, was first conceived as just being really good at jumping, able to"leap tall buildings in a single bound.

Released just a few months after City of Heroes, the console version of Spider-Man 2 also focused on getting movement right. Its web-slinging system, which involved aiming each web-line at an individual building rather than just holding down a button and pushing in the direction you want to go while hanging ropes from the skybox, is the most fondly remembered thing about it.

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