Console-y! Spider-Man: Edge of Time on 3DS

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I had a chance to play the latest build of the 3DS version of Spider-Man: Edge of Time at an Activision event during PAX 2011. I played it right after checking out the PS3 version of the game, and I was surprised to see just how similar the two were. 

We’ve told you about Edge of Time before in a couple of previews, but the final PS3 game was playable at the event, and I was able to see the first 20 minutes or so of the game, from the opening cutscenes and game introduction on. I didn’t expect it, but the 3DS version starts out the exact same way. Same cutscenes and storybits, same logos, same opening art. And then the game itself? Very close. There’s an obvious horsepower gap between the 3DS and PS3 or Xbox 360, but the developers managed to do a very respectable job of porting that console experience over to Nintendo’s newest portable.

The playable opening, which involves a lot of corridor crawling and listening to dialogue, plays out the same on both the portable and console version. But, even beyond that, the levels and combat are similar. Sure, some of the finer details are lost on the 3DS, and the animations aren’t nearly as smooth, but I was impressed at how close they came. 

There’s also a few added bonuses with the 3DS version of Edge of Time. The game’s time-jumpy story plays out on both of the 3DS screens simultaneously, which works a bit better than the console version’s flashbacks. Also, there’s glasses-free 3D, and it’s probably one of the better looking uses of 3D on the system. As Spidey swings forward into a level, you get a nice sense of depth with the 3D on. The opening playable sections also looked a bit more cinematic with 3D on, especially when crawling through corridors, or looking down through see-through floors.

Want Edge of Time on-the-go but worry about missing something in the console version? Don’t. The PS3 and Xbox 360 versions may look nicer, but I feel like gamers that pick up the 3DS version won’t feel like they missed much. 


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