her feelings for him and says she will fully support his double life. As they hear police sirens in the distance, Mary Jane encourages Peter to help as Spider-Man. Development Development on Spider-Man 2 began at Treyarch shortly after the financial success of 2002's Spider-Man. The physics-based web swinging system was conceived by designer Jamie Fristrom, who was dissatisfied with the web swinging system of the first game, which he was on the development team for, and desired a "more realistic" swinging system in the follow-up. He cited the game Rocket Jockey as an inspiration. Although the concept was initially difficult to prototype due to the work involved in manually adding points into the game that web lines could be attached to, Fristrom and programmer Andrei Pokrovsky implemented ray casting into the game as a solution to automatically map infinite points where players could attach webs to swing from. Fristrom demonstrated the web-swinging system to Activision executives, including company COO Ron Doornink, who approved the system for use in the game. The open world design of the game was influenced by Grand Theft Auto III. Spider-Man 2 featured a semi-original story loosely based on the film. This was decided after the development team received a copy of the film's shooting script, and came to the consensus that a straightforward adaptation of its narrative would be a poor fit for a video game. Thus, the developers opted to include characters from Spider-Man's extended rogues' gallery that had not been featured in the film, resulting in Mysterio's inclusion in the game, in part as a homage to Spider-Man vs. The Kingpin, which directly inspired the game's "funhouse" level. A few months before the game's release, which was set to coincide with the release of the film, the developers at Treyarch were forced to cut a large amount of content and underwent a significant crunch period in order to complete and ship the game on time. Calypso, a bonus boss in the finished game's "Arena" battle mode, was one casualty of these cuts, initially planned to be featured as a boss character within the game's narrative proper. Some of this cut content was later reincorporated into Spider-Man 3. Reception Critical reactions to the console versions of Spider-Man 2 were generally positive. Reviewers noted that the realistic and life-sized Manhattan setting, the large variety of crimes and emergencies to stop, and the game's vivid