“Be greater.”
Sony’s marketing slogan five years ago when Marvel’s Spider-Man launched on PlayStation 4 was a killer, succinct tagline for what would undoubtedly be one of the publisher’s most successful endeavors.
But it also captured the web-slinger’s most noteworthy burden of great power and great responsibility. Spider-Man has shown incredible pliability, achieving greatness few comic book superheroes have been capable of. Many would argue that outside of Batman and Superman, none are as noteworthy and potentially as marketable as Spider-Man. And despite the acclaim Batman had with the Arkham series, he hasn’t had a game like Marvel’s Spider-Man 2.
Sony’s push for exponential greatness has, arguably, been quite successful. The Last of Us begot an equally remarkable sequel. God of War broke its own confines. Horizon morphed into a franchise.
During this renaissance, Insomniac Games has loudly risen the ranks as PlayStation’s jewel. For PlayStation 5 owners the developer has released Marvel’s Spider-Man: Miles Morales, Ratchet and Clank: Rift Apart, and even a Remastered version of their PlayStation 4 hit. But Spider-Man 2 is Insomniac’s crowning achievement. For an entire genre of games, it may serve as the pinnacle. And it could be one of the defining moments of a beloved character who has proven to excel on and off the screen.
Marvel’s Spider-Man 2 is greater than what has come before it. It is, perhaps, the greatest superhero game we have and undoubtedly one of the best expressions of comics across any other medium.
To comprehend the full scope of Spider-Man 2‘s feats, one must frame it in the context of Insomniac’s 2018 Spider-Man game and, by extension, Miles Morales.
Like the Arkham series before it, Spider-Man allowed players to embody both Peter Parker and his alter ego. However, where Batman primarily had a series of brawlers and platformers under his belt, Spider-Man never went too long without a game. Insomniac had years of examples of what to do right and what could go wrong.
First and foremost, Spider-Man absolutely nailed web swinging through New York City. Whether between the skyscrapers of Manhattan or the trees of Central Park, players were guaranteed multiple avenues of locomotion. I can imagine the grin on a player’s face the first time they vertically ran up the Avengers tower, Spider-Man’s feet squeaking against the glass. Nosediving from the Empire State Building only to thwip up from the street at the last minute, traffic streaking past to the sound of horns and gasps. It’s true, the entire game could have been swinging through the map and it wouldn’t have been all that disappointing.
And then the combat. Players could use Peter’s smarts to deploy gadgets along with web powers to string together massive combos. An engaging slice of unlockable moves made ground and air combat equally compelling but damn did it feel great to spend nearly an entire encounter in the air.
And that story. Good god. Any player who had dabbled with the comics knew that Otto Octavius would likely have a heel turn as Doc Ock. That didn’t lessen the drama as Peter tried juggling his personal life with the escalating formation of the Sinister Six. As the story progressed, New York City would change, reflecting the delicate state of affairs. Side stories would tantalize at the greater Marvel Universe while still exploring other corners of Spider-Man lore.
At the very least, however, the activities in Spider-Man were flawed. Often they were an extension of typical open-world fare. Players would unlock pieces of the map to reveal new pieces of content. Enemy bastions acted as wave-based combat arenas. Taskmaster challenges scored performance in varying feats. Backpacks were scattered around the city as small tidbits into Peter’s background. And then there were the Crimes.
Crimes exemplified the tedium often found in open world games. Each district had up to 15 crimes to complete, 5 for each enemy section. Regardless of how fun it was to beat criminals and abusers of justice up as Spidey, trying to do them all for a Platinum trophy was a chore. It formed a crack around the more repetitive parts of Spider-Man, that there was a surplus of things to do but all those activities could potentially grow less special. It also showed how unbalanced the token economy in the game was. Tokens were used to unlock upgrades and new skills and if you completed every Crime in the game, you would be left with countless Crime tokens with nothing to spend them on.
When Spider-Man‘s story wrapped up, I had already done most activities out in the world because that’s the kind of player I am. I enjoyed the diversion of Harry’s environmental missions because they tested out swinging in fun ways. Perfecting enemy hideouts really let me go all out with every skill and gadget I could at once.
Spider-Man could have been a tighter experience. But for that first foray into superhero stardom, Insomniac threw the kitchen sink at players because it wanted us to always have a reason to come back, to unlock that last tier in wallrunning for XP that wouldn’t go anywhere. Because ultimately, the game was marvelous and a true comic fantasy.
Miles Morales, while not a “full” game, acted as a kind of response to these issues while boosting the game in key places. Swinging felt faster because the PlayStation 5 could load Harlem at a better speed. Miles’ active Venom powers stripped away the reliance on gadgets. And though the map was the same, there was less to do in it, making the expansion a breezier but no less impressive feat.
Insomniac delivered with Spider-Man 2. Every concern or gripe players may have had with the previous two installments have been addressed and likely improved upon. What makes Spider-Man 2 one of the greatest current examples of both action and open-world games is not only the abundance of things to do but the sheer quality of those activities and how they reinforce each element of the game. Calling it well-rounded would be too understated. The sequel trims the fat in a way that doesn’t reduce valuable time spent merely existing as two Spider-Men. More importantly, it expounds on the virtues and cost of true heroism, friendship, and love. By all accounts, Spider-Man 2 is the perfect sequel.
It has been a blessing to be spared the retelling of the origins of Peter Parker’s infamous spider bite for over a decade now. Insomniac’s approach to its Spider-Man already having been established in New York for nearly a decade allowed players to piece together Spidey’s career and the struggles Peter has faced since becoming a hero.
That same spin on existing lore and Insomniac’s created universe pays off in dividends with Spider-Man 2. After the betrayal of his mentor Otto Octavius, Peter has found solace in supporting Miles Morales to fulfill his dreams and destiny as another Spider-Man. Miles, who lost his mentor and father, is less world-weary and the perfect student, supporting Peter and fueled by a desire to help those in need.
Yet this partnership is not always at the forefront of Spider-Man 2, which may be surprising to many. Peter is struggling to find balance in his life, with his role as Spider-Man preventing him from fulling establishing himself as an adult with a stable job–a plot device the franchise has played for chuckles and drama.
Enter Harry Osborne, Peter and Mary Jane Watson’s childhood friend. Harry was physically absent in the first game, only his voice was heard in recordings during a series of side missions players could complete. Much like Peter, Harry has experienced great loss with his mother dying of an incurable illness that he has become afflicted with. But one day, Harry shows up at Peter’s doorstep and the two go on a bike ride.
My mention of this bike ride is deliberate because it uses a device that Insomniac employs throughout Spider-Man 2. The sheer diversity of gameplay segments on display are astounding and on a completely different level from almost any other game I’ve played. Insomniac faced criticism for its “MJ Stealth Sections” that halted the Spider-Man fantasy to slow things down and “stretch” out the first game’s length. I disagree with this sentiment because I felt like those sections of the game would often help break up the game’s pace for the better, while allowing room for the story to grow. But I can empathize with those who did not care for them.
Spider-Man 2 opens with a bombastic, blockbuster introduction that does what any great game should do: make you salivate for more. Rivaling the absurd introduction to God of War 3, Insomniac shows off its experience with the PlayStation 5 hardware and as a gameplay-oriented developer. Without spoiling anything, players will see how fast the game loads assets and how intense the action can become on a massive scale. So why is a bike ride almost as impressive to me?
There is a level of detail in Spider-Man 2‘s storytelling that can only be done when the player isn’t swinging around or chasing down monstrous fiends. As Peter, players hop on a bike and ride around New York City with Harry, controlling the pedals and steering the entire time. After such a chaotic opening, it only makes sense to have players at ground level as Peter, exploring a side of the city not seen from the web shooters.
As Peter and Harry reflect on their past and get caught up, its impossible to ignore the impeccable voice acting from Yuri Lowenthal. Lowenthal’s work as Spider-Man cements him as one of the greatest to act in the role, especially with the range he delivers in Spider-Man 2. And to not recognize Nadji Jeter’s youthful vibrancy as Miles Morales would also be a crime. Jeter has even more material to work with in the sequel and the journey Miles goes on is handled expertly. Laura Bailey’s quiet strength as MJ and Graham Phillips’ enthusiasm and pain as Harry turn this core group of four into a heavy-hitting cast.
Sony Santa Monica proved in 2018 that Kratos did not always need to be tearing monsters asunder to be a powerful force. And while Spider-Man that same year struck a chord with dramatic storytelling, it does not compare to the writing and direction of the sequel. Numerous times throughout Spider-Man 2, players are asked to slow down and take in the drama of a scene and the pacing is better for it. Insomniac trades “slow” in for tension or levity, it provides segments for its characters to be more than a superhero. That bike ride leads to a flashback sequence to a young Peter and Harry, another surprise in Insomniac’s weighted bag of tricks. Right after, Harry takes Peter to a research institution he has started. This sprawling building has multiple floors that can be explored, all painstakingly detailed, bleeding production value. Here, players are even treated to a mini-game of flying around a bee drone and shooting at virtual targets.
All of this takes place after one of the biggest, most unexpected introductions I’ve played. And at no point did I wonder when I was getting back to swinging around the city and saving the day. MJ sequences? Yeah, they’re back and again, Insomniac listened. She’s no longer on the defensive as players take on a more active role, both sneaking and attacking. But that bonding moment between Harry and Peter lasted almost as long as Spider-Man 2‘s opening. And because of its stellar acting, writing, and direction, it feels like no time has been wasted on making a greater Spider-Man story.
None of these narrative beats are simple diversions or time wasters from an unquestionably powerful superhero story. Kraven the Hunter rapidly arrives in his quest to find the apex predator, a person or being capable of besting him. My fear going into Spider-Man 2 was that Kraven’s role would be somewhat muted in comparison to Venom. While the alien symbiote is a presence and influence throughout much of the game, Kraven is a catalyst for a large portion the sequel. It is much like the fine line Insomniac drew with Doc Ock and Martin Li/Mister Negative.
Kraven sets up his territory in New York City and begins his hunt in a segment ripe with action and drama. What becomes part prison break, part hostage rescue is a breathtaking setpiece for Miles that cements the terrifying amount of resources Kraven has and the lengths he is willing to go to satiate his desires.
Knowing less about Kraven than I do other members of Spider-Man’s rogue gallery, I was shocked at the power and presence he exuded. The Hunter takes center stage during much of the game and is a constant thorn in the Spider-Men’s sides. What’s impressive is the way Insomniac was able to tie Kraven’s story to both Peter and Miles, making his undoing tantamount to the pair. Players may recognize that if it wasn’t for Kraven’s actions, Venom’s presence would be significantly subdued.
Throughout the roller coaster that is Spider-Man 2, there are perspective changes, character switches, upending of motivations, betrayal, loss, triumph, and more. This is conducted in and out of the open world, whether swinging across the city, or rampaging through a small locale. But the narrative never feels erratic and those sharp turns into new territory are made all the more logical by prior story beats.
Players are never merely asked to follow the story into a gameplay arena and stealthily or loudly take out a force of opponents. There’s a string of small events, cues, and cutscenes that dynamically entertain and challenge players and none ever feel similar to the other. In one story mission I was pursuing Kraven’s hunters in a small factory only for it to devolve into an explosive encounter with an unexpected ally. I expected a casual jaunt at Coney Island with Peter, MJ, and Harry as they participated in fully-realized carnival rides and games, only for that to cascade into Spider-Man saving the day with QTE-infused cutscenes and intense battles.
But the emotional gut-punches the script takes continue to add layers to Peter, Miles, and the supporting cast. As I mentioned, the relationship between the two heroes is not entirely at center stage during the entirety of the story. Peter and Miles’ motivations are intertwined but the story is not written to make Miles into Peter’s understudy. Perhaps the most touching moments of the narrative were when Peter actually had to lean on Miles for support because they are the only two that truly can understand each other. Friendship is a crucial message in the game and a plot device smartly used to strengthen some bonds while weakening others. The power each holds in their hands is enormous and when that vulnerability comes across, the story is all the more impactful.
Constantly in my time with Spider-Man 2 I couldn’t help but think that Insomniac was showing off. The world is richly detailed in a way so few developers have been able to accomplish. Part of this stems from the diverse, surprising main story missions. But a large portion of it extends to the immersion accomplished in the world.
At no point did I think to myself that the map was reused from Spider-Man and Miles Morales. I attributed a large portion of that to the horsepower behind the PlayStation 5 and how it was able to portray the density of the Burroughs, never stalling. The steel and glass reflecting during sunlight or glowing with the moon is the most realistic an American city has looked in gaming. Despite the fact that players are likely going to avoid the streets, civilians and traffic are thicker than ever before.
And the game just moves fast. At one point, Insomniac borrows an element from Rift Apart to make a statement on how fast they can seamlessly integrate shifts in place and time. Swinging feels faster but also better. I would argue that swinging in Spider-Man felt great but the sequel actually makes it more realistic. Insomniac seems to have put restraints on what players can actually web swing from, meaning that if there isn’t an actual building or object nearby to be webbed onto, Spider-Man won’t attach to it. I know that was the case in the first game but I did feel like there were exceptions to make traversal less tedious.
To account for this realism, Insomniac has introduced a number of new traversal mechanics including the web wings. At any time in the air, players can hit triangle and activate the web wings. Gliding through New York City is fast and fun, there’s no easier way to describe it. Players can dive towards the asphalt at terminal velocity, then hit the wings and shoot right back up and gain air and steady horizontal altitude for long periods of time. These moves can then be strung together with unlockable techniques such as a circular loop that ends with a burst of speed, slingshot launches, cornering, and more.
Web swinging isn’t nerfed, it’s supplemented. Web wings are another method of travel that allows players to rapidly cover long distances. The use of air tunnels and shafts help Spider-Man maintain speed or gain altitude when maximum speed is desired or you need to cross a river or two.
Combat is equally enhanced while remaining familiar. Gone is the gadget wheel, replaced by two hotbars for four abilities and four gadgets. Holding L1 or R1 and pressing one of the four face buttons activates a skill or gadget. Miles’ Venom abilities return with Peter getting his enhanced robot appendages. Both characters use four gadgets that aren’t capable of downing enemies but help web them up or shoot them in the air.
Rather than over-complicate Spider-Man 2 with a host of new techniques and abilities, Insomniac chose to pare the ability trees down, focusing on what works best. Players can unlock upgrades for Miles and Peter, along with a shared skill set between the two of them. All this is in service of making already fluid combat that much more slicker. Players need to be mindful of juggling enemies in the air to build the focus bar faster for healing or takedowns.
But in Spider-Man 2, a few new tactics are introduced that require players to be more mindful, especially as they progress through the story and become more powerful. First introduced is a parry attack, indicated by a yellow alert when an enemy attacks. These attacks must be parried with the right timing of L1 to negate damage and stun an enemy. Basic red attacks that can be dodged can also be parried to gain an advantage. Later on, crushing attacks are introduced with a blue alert that have to be dodged. A few enemy types will be able to disable ability use for Peter and Miles, meaning that numerous encounters have a hierarchy of priority.
I played Spider-Man 2 on the hardest difficulty and found it to be immensely satisfying and frequently tense. While I was defeated a number of times, the frequent clings to victory empowered my hero fantasy even more. Many missions will flood the player with opponents and soon enough, my brain became acclimated to the chaos. I would dodge away from bullets in mid-air, pull an enemy up and slam them down, rush back to earth with a Venom punch, activate a gadget to pull a group in, and launch them all back up again. Besting a difficulty can be its own kind of reward and, personally, I think its one experienced players should try.
The combat also naturally evolves as the story progresses, often being more vicious and intense especially when Peter gains the symbiote powers. The escalation of new enemy types and protracted battles is meant to awaken different feelings of brutality when delivering blows to enemies. A subterranean boss fights leads to an above ground chase which goes back underground, heightened the drama and the stakes. Multiple times Insomniac made me fearful of Peter’s progression mechanically and narratively, instilling progressing tension in my actions as a player.
When Venom finally, truly reveals itself, there is a turning point in the game. The light of the story begins to fade into darkness just a bit and its up to the player to resist. Insomniac is playing for keeps, establishing the developer as a powerful artisan of storytellers, rivaling Naughty Dog.
As graceful levity, even when the state of New York City begins to devolve, players are given a host of side activities to engage with. And, gracefully, none are filler.
Part of the improvements Insomniac made here were ensuring that almost no side mission took over five minutes, ten if you are taking your time. Most activities can be completed by either Spider-Man but a few are exclusive to Miles or Peter. And where side missions in the first Spider-Man could feel slightly aimless or just an excuse to visit an untouched section of the map, in Spider-Man 2 there is substance to everything players do.
For Miles, he is unearthing Prowler caches, solving puzzles using the adaptive trigger resistance and interacting with his uncle. Peter conducts research for Harry’s foundation, which includes mini-games featuring the bee drone and small puzzles. Insomniac took the notes and never forced players to do the same repetitive tasks over and over again. In Spider-Man 2, a few puzzles or side content will repeat itself but they are not forced and brisk enough to be enjoyable.
Beefier side missions introduce noteworthy characters and story content that deepen players connection to the world. Whether that includes helping out a blind woman tracking down a monster or uncovering a cult that wants to bathe the world in flames. Players should expect that no matter what they are doing in Spider-Man 2, there will be a satisfying gameplay or narrative moment waiting in store. That includes discovering Spider-Bots, chasing down robot vultures using the web wings, or dispatching hunter bases.
Players are rewarded for their efforts with tokens and tech parts that are used to upgrade gadgets, core stats, and unlock costumes. Let’s just say, the costumes in Spider-Man 2 are incredible, amazing, and spectacular. Satisfying one of my primary complaints with the first game, crimes are not required to complete the game and instead pop up randomly during regular open-world exploration. To incentivize players to complete these crimes, players are rewarded with tech parts, the primary currency in all non-skill point upgrades. And even the crimes are improved in Spider-Man 2. Now players simply have to catch up with a vehicle in a chase, not stop the car and deal with a group of thugs. Crimes are swift and rewarding, making them a joyful distraction which I never thought I would say.
Once players complete a number of side activities in a district they also unlock tokens for upgrades and fast travel. Unsurprisingly, fast travel in Spider-Man 2 is a technical marvel. Players will hold down triangle on a section of the map and in seconds one of the Spider-Men will fly into that spot. It feels alarmingly instantaneous and almost like witchcraft. Switching between Peter and Miles is equally fast but instead has the screen fade to black for a second or two before picking up with that hero.
I adored switching back and forth between Peter and Miles, soaking up their quips and commentary. And it makes me want to play again just to hear what different things each will say in a given situation.
Spider-Man 2 also boasts a wealth of accessibility options meant to provide a comfortable level of engagement with the game. There are options on here I’ve never seen before and it’s continually baffling how integral these options have become in Sony’s portfolio.
Not enough can be said about the transformative work Insomniac has done with Spider-Man 2. Certainly at its core the game looks and plays similar to its predecessor. But peeling back the layers its obvious the efforts to enrich the experience not only by making it bigger and better but tighter. Horizon: Forbidden West was a daunting open world, as many have become. In Spider-Man 2, the right amount of content was given the perfect amount of time to shine.
It took me a little over 30 hours to Platinum the game. A testament to how fulfilling the overall experience was. I wanted more. I didn’t want it to end. The threads left open after the main story and all its side content tantalized for what lies in store for the Spider crew. But over and over again during my time with Spider-Man 2 I was awestruck at the evolution this sequel took, at a developer who was able to pluck its best content and weave it so expertly into a cohesive, blockbuster story without anything feeling like padding. Every square foot of Spider-Man 2 is of the highest quality. Insomniac took the challenge and decided to be greater.
Marvel’s Spider-Man 2 is the ultimate superhero game and an apex of the genre. Insomniac Games deserves its rightful place as PlayStation’s champion, satisfying every requirement to make a spectacle of Sony’s interactive entertainment. Few sequels possess the confidence to not merely go bigger but do better. From its rich, dense open world to its gripping main narrative Marvel’s Spider-Man 2 sets out to be greater. Instead it achieves greatness, rivaling perfection.