But, most importantly, Marvel’s Spider-Man was an absolute delight to play. Insomniac nailed the mechanics of swinging around the city and fighting bad guys to such a degree that I think web-slinging around Manhattan is up there with my all-time favorite game mechanics.
As I’ve contemplated with other single-player, story-drive masterpieces from Sony like The Last of Us, Horizon Zero Dawn and God of War: What the hell do you do for an encore? I played about two hours of Marvel’s Spider-Man 2 at a press event earlier this week, and it seems the answer is “go bigger.” That’s the same tactic used for the sequels to those three games I mentioned earlier, and the results were always impressive, if not a bit overstuffed. Of course, it’s too early to say whether Insomniac got the balance right, because we’ve seen plenty of open-world games that simply try and do too much. But based on Insomniac’s history and the excellent ingredients it has to work with, I have high hopes for the latest spider-adventure.
In a demo like this, getting a feel for the gameplay is a lot more important than digging into story beats, and Spider-Man 2 had plenty to show me. Because the world in this game is almost twice as big as the original, with the addition of Brooklyn and Queens, finding new ways for players to get around was a major focus for Insomniac. Enter the web wings, a tool that allows you to glide around the city, catching wind tunnels and updrafts that sling you around at high speed. It’s not meant to replace the core web-slinging mechanic, but augment it. Given how amazing swinging around Manhattan felt in the original games (and still feels here), that’s a tall order. But it didn’t take me long to get the hang of gliding through long stretches of the city, and mixing in web-swings to regain height.

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