that "some enemies, like the smaller Hulkbuster mechs, can be beaten extremely easily by a couple of specific attacks via a fairly cheap exploit. Other times, the enemies will be locked into specific attack patterns that cause them to get hung up on pieces of the scenery, or they otherwise become incapacitated". Critics praised the controls as tight and intuitive, and lauded the expansive move set for providing a satisfactory amount of depth. Chapman was pleased by the game's "surprising amount of depth, courtesy of the Hulk's more advanced library of moves and combos". Navarro stated "There are literally dozens upon dozens of moves to unlock, and almost all of them are an absolute riot". He added that having Smash Points, which are used to purchase new moves, be earned by destroying the environment made the game feel rewarding as opposed to stingy. According to Dunham, the game's move set "makes Spider-Man 2 look like Super Mario Bros.". He extolled the game's move progression system, affirming that it "steadily transforms you from a mindless oversized pugilist into an unstoppable engine of destruction". Metts also applauded the game's "plethora of moves", but wished for a customizable button layout, as he felt that the default assignment for the jumping and punching buttons created an "unnecessary" learning curve. Juba argued that while the game has a large roster of moves, the story missions rarely required the player to use their full range of abilities. Ouroboros of GamePro observed that the same controls that give the Hulk a "bulky yet responsive" feel during the main gameplay felt "sluggish and unwieldy" during many of the side missions. Navarro criticized the camera as being somewhat obstinate. Assessments of the visuals were somewhat positive. The model and animation for the Hulk were well received, as were those of the enemy characters and vehicles. The destruction effects were also admired. Dunham noted some "slight graphical issues" but was overall impressed with the game's engine and admired the "number of deformable objects, particle effects, and units onscreen at one time". Hopper enjoyed the destructible environments, feeling that they "buckle and smash realistically and look great", and was also pleased with the game forfeiting its predecessor's cel-shaded appearance, which he feels adds room for more detail and definition for the characters. Some critics were however disappointed in the game's environments, deeming them lacking in variety and detail; while Ouroboros felt