If you consider yourself a fan of hardcore action games like
Ninja Gaiden,
Spider-Man: Edge of Time will make you hate the Wii Remote; that is, if you don't already. It's unwieldy for a beat-em-up, and it allows for almost no camera control at all, save for centering behind Spider-Man.
Combat is mapped to the D-pad, and while it works, it's not a very comfortable setup. Simple attacks are mapped to (Down), the best choice since it's the closest to your right thumb. Ranged attacks are mapped to (Left) and Web Shots are mapped to (Right). Web swinging is mapped to (B), though the environments presented in the game don't encourage it as much as you'd expect (or hope for) from a Spider-Man game. To top it all off, each Spider-Man has his own evasive maneuver that is triggered by (C). I get the feeling that Beenox did the best they could with what they were given, but it still doesn't stack up to action experiences with standard controllers.
By pressing (+), you can activate spider-sense, which is essentially a hint system that shows the location of guards with keys and consoles you need to activate. This is a good system; without it, navigation would have been much more of a pain.
I hope one of these days videogames move past the need for context sensitive quick time events that require button-mashing and mindless motion control waggling, because Edge of Time had me gritting my teeth each time I had to pull open a door.
Spider-Man: Edge of Time is a short game that still manages to wear out its welcome long before it ends. The ideas are there, but the execution is deeply flawed. It's decent for a weekend rental, but even that's pushing it.