Ananta Feels Like GTA and Spider-Man, But Is That A Bad Thing?
By Alex David Du · Published
Alex writes about gaming, tech, and simple online income ideas, and builds projects that bring ideas to life.
I keep seeing the “GTA meets Spider-Man” line pop up for Ananta. Big city. Free roam. Swinging across rooftops. On the surface it clicks. But That mash up is just the entry point, not the whole deal.
Borrowed ideas can still hit when the game nails feel. The real question is simple. Will Ananta turn those familiar pieces into its own nightly loop, or will it look cool in clips and fade once the controller is in my hands? If you want the nuts and bolts like platforms, demo status, and the 2026 watch note, I put all of that in my Ananta overview for the 2026 watch and basics.
What players actually said at TGS
Hands on folks at Tokyo Game Show said the same thing in different ways. It looks like a mix of GTA, Spider-Man, and a little Yakuza. The demo had a big city to explore, swinging that feels like the star of the show, and brawler fights that look like they want rhythm. That is the headline, and I get why it sticks.
Here is the part I care about. Several impressions called out the tone. It is playful and a bit weird. Think superhero energy, city drama, then a mission with a vampire in a coffin and a truck chase gone wrong. That mix tells me the team is not chasing grit, it is going for fun first.
Traversal first, everything else second
If Ananta wins, it will be because traversal feels great. The swing uses those inky arm tendrils, more like Prototype than webs, and the city looks built for flow, with tall lines, signs to grab, and lots of swing points. When I say Spider Man here, I mean the Insomniac PS4 and PS5 games, that modern swinging feel. When you swap characters, the camera jumps up, then drops you into another part of the map. That quick cut makes the city feel alive.
What I want to feel when I land in a new block:
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A clear boost or dash to keep speed between swings
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A hook that lets me slingshot around corners
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A tiny bit of friction so I do not skate forever, just enough to make timing matter
Give me those three and I will spend hours just moving.
Combat, weight, and timing
The fights look like classic timing based brawls. You punch, you counter, you build a little rhythm, then you mix in grabs or a gadget burst. Enemies go into cars, trash cans, walls, and glass. There is also telekinesis, so you can rip a bat from a thug and send it back at him. It is not trying to be a hardcore combo lab. It aims for readable hits, quick counters, and finishers that make you grin.
Set pieces switch the pace. One minute you brawl in a street, the next you hang off a truck, mash a prompt, then scramble back into the action. It is old school in the way it breaks up the mission. If inputs are clear and breaks are short, I am in.
The city loop and little life details
This is where Ananta could step out of the GTA and Spider-Man shadow. The city is not just a backdrop. Characters have jobs and routines. One is a cop who can scan folks and check records. Another is a small bruiser who picks up odd delivery gigs. You can grab a bite, run a mini hoop drill, or chill at the gym. None of these are brand new on their own, but together they give the world a daily rhythm.
Each character has a defined role and unique mechanics, and you can swap between them, complete with a GTA V style camera sweep. That switch adds life to the city loop.
Monetization and trust
The short version, the team says characters come from play, and paid stuff is cosmetic. That is the right promise for a city sandbox. I break down the business model and why it matters in my earlier overview, so I will not repeat it here.
The fastest way to lose trust is letting cosmetics affect power. Keep paid items visual only. Put strong outfits in the game world, with quests, challenges, and events that feel worth the time.
If you want updates or to pre register, you can pre register on the official site.
Where Ananta could stand on its own
Here is where I see real room to shine.
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Character roles that matter. The cop should surface small stories you only see on that beat. The courier should find strange jobs only she can take. If roles change what you notice, the roster stops feeling like clones.
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A real city routine. Food, sports, night life, ride shares, even quiet walks. If the day to night rhythm pulls you in, the game will feel like a place, not just a playground.
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Post launch updates that add new cities, not just skins. New districts with new rules, new threats, and new jobs can keep the loop fresh.
My cautious wishlist
Short and honest.
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Swing physics that give me a reason to master lines, with tiny skill jumps that feel earned
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Combat that stays quick, with a higher ceiling hidden in perfect counters and crowd control
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A clean phone UI, so swapping characters and picking side jobs is instant
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A money and reward system that respects time, no stingy grind walls
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A steady sixty on console and PC, strong frame pacing, and clear graphics options on PC
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Photo mode on day one, because this city begs for it
Bottom line
Is it GTA and Spider-Man, and is that bad? I do not think so. The mash up is the hook, not the finish line. What will decide it is the loop. If swinging is joyful, if fights have a nice snap, and if the city feels like a place I want to live in, then the borrowed parts will melt into the background. If not, the clips will keep trending, and the game itself will feel like a highlight reel.
Right now, I am optimistic, with a side of caution. I want to spend nights exploring Nova City, meeting the crew, and seeing what weird job shows up next. If the team sticks to their vision, this could be the game I keep installed for years.