Yeah I time-stamped it but you can manually forward the video to 23 seconds and you'll see it.
i'm not seeing the problem - the web attaches to the building to the left of him? and it doesn't seem like it fits gearfourth's description either, as it sounds like they're talking about central park.
and this isn't aimed at you in particular but that footage also demonstrates exactly why people are clamouring for a physics/momentum based swinging system.
people concerned about the physics in the new game aren't doing so because they're concerned about 'realism' - as spider-man 2 didn't have 'realistic' physics - but are concerned whether it nails the feeling of momentum in a way that no other spider-man game has seemingly nailed since spider-man 2. the fact that you had to pick a route that ensured your web had something to attach to, you had to judge how large of an arc you needed to swing and when to detach from it to gain speed, which side to fire your web from and how you would mix it up with the other movement mechanics such as wall crawling, running and swinging off of lampposts meant the game had some of the most engaging movement mechanics of any superhero game released - and largely because it adhered to basic physics stuff like anchor points and momentum.
that's why spider-man 2 is so well remembered despite it's mediocrity in other areas and that's why with literally every subsequent spider-man game one of the biggest concerns is whether they get the movement right the same way that treyarch did over 2 generations ago. it's not some concern over 'realism', it's about bettering or at least even matching some of the most satisfying superhero movement mechanics from a game that's now 13 years old.