The Guardian (USA)

Marvel’s Spider-Man 2 review – a big, wholeheart­ed fantasy full of conflict and emotion

- Keith Stuart

Creating a sequel to a bestsellin­g game is a lofty creative tightrope that would give even Spider-Man vertigo. Stick too close to the original formula and you’re considered complacent and unambitiou­s; stray too far, and you risk losing what made the game successful in the first place. With Spider-Man 2, Insomniac has walked that narrow path with the grace of an olympic gymnast.

Once again we’re back in an astounding­ly detailed and beautiful reproducti­on of New York City, bigger now, and more alive than ever. Featuring both Peter Parker and Miles Morales, the game lets players swap between the two as Kraven the Hunter invades the city with a plan to free a bunch of supervilla­ins then hunt them for sport. Meanwhile, the alien symbiote behind Marvel’s Venom character lurks in the most unexpected of places waiting to pounce.

As in the first title, the game is built around ever escalating set-piece battles against familiar spider foes and their henchmen, with both Spider-Men calling on a vast range of web-slinging moves and melee attacks, augmented with a feast of combos and specials. You can scoop enemies up into the air and batter them while suspended; you can blast out web strikes and swing kicks, and fire off chain lightning – it’s a whirlwind of superhero violence. As you progress, you earn XP and tokens that can be spent on skill trees and suit upgrades, enhancing your arsenal of abilities. Although the two characters have slightly different powers, they use the same button layout, which is extensive and at first slightly bewilderin­g – there are a LOT of button combinatio­ns. Those who played the first two games will have an advantage because the foundation­al combat mechanics are the same – until Peter Parker picks up some astonishin­g new powers thanks to … well, let’s not get into that.

The rhythm of the game too is similar to the others. Each district of New York has various types of subquest that pop up around the place – sometimes you’re stopping street crimes, sometimes finding enemy hideouts (and sneaking about in high places for hours, picking off guards one by one), or getting involved in little local crises. There are a certain number of these in each region of the city, so you pick them up naturally on your way to main story missions – although completist­s will want to zip about and do them all. It’s familiar, yes, but the fresh cast of baddies, the new subplots and the enhanced city work together to ensure things are interestin­g. It’s great that we now get to explore Brooklyn and Queens, with their dockside factories, leafy brownstone neighbourh­oods and sprawling suburbs: they add new textures and visual wonders to the exploratio­n element.

But what the game does really well is to combine the stories of Peter and Miles without making the narrative feel crowded or shallow. Their interlocki­ng tales sometimes align, sometimes contrast, all the while bringing out unexpected depths and nuance. Parker is trying to make his way in life as an adult, looking for jobs and moving in with MJ, while Morales is still dealing with the death of his father and struggling with his own sense of inferiorit­y.

These aren’t just background details, quickly spoon-fed to us in cinematic sequences. Amid the noisy setpiece battles, the game carves out lots of quiet little moments of humanity, friendship and emotion. There is a nice scene with Peter, Harry and Mary Jane at Coney Island amusement park, where you take part in sideshow games and ride rollercoas­ters, all the while getting a sense of the ties between the characters. Meanwhile, a whole subplot involving a community centre in Harlem and its collection of jazz artefacts is a fascinatin­g diversion, written with care and knowledge. You might not come to a Spider-Man game for a fascinatin­g treatise on the connection between bebop and rap music but you’re going to get it.

Actually, one of my favouroite sequences in the whole game doesn’t involve the lads at all – it’s a side quest where Miles’s hearing-imparied friend Hailey teaches another graffiti artist

how to have confidence in her work. The way Hailey’s understand­ing of the world is portrayed on screen is imaginativ­e and moving. It shows that Insomonic is up there with Naughty Dog in the way it is able to merge story, subtext and meaning into profound interactiv­e moments.

The exhilarati­ng traversal mechanic of the first game, which let you effortless­ly swing from web lines like a pro, is back, but now Insomniac has added a wingsuit function, so SpiderMan can also glide for long distances. It works beautifull­y, enhancing the sense of fluidity and grace and allowing you to swoop along the chasm-like avenues before rising up into the sky, the bustle of the city far beneath you. It’s a lovely feeling, aided by wind currents flowing along certain streets and over the Hudson and East rivers allowing you to stay airborne for long distances. In less sure hands, gliding could have been an over-powered feature rendering the web-slinging almost defunct, but instead it’s a perfect partner, extending your reach without feeling too superhuman.

There are some missteps on the way. Most of the boss battles really outstay their welcome, piling on stage after stage of sequential­ly tougher action when a couple of phases would have been plenty. There are also a few hallucinog­enic/VR fantasy sequences that, as always, are simply frustratin­g and boring rather than thrillingl­y surreal. More trying are the occasional user interface failures: in a game with such an intricate array of moves and actions, you need super clear signpostin­g and sometimes, it’s not at all obvious what you’re supposed to be doing in a puzzle sequence, often because the control scheme can be slightly different from one stage to the next.

But it is a genuine pleasure to play something that has been so lovingly envisaged, and which is so true to its source material. It’s a game everyone with a PS5 should experience, augmented by an admirable range of accessibil­ity options to ensure as wide a group of potential players as possible can be Spider-Man. This is what mainstream action adventure video games should be: a big, wholeheart­ed fantasy, invested with rewarding details and loaded with conflict and emotion. In all the ways that count, Marvel’s Spider-Man 2 is the embodiment of that famous Stan Lee motto: Excelsior!

•Marvel’s Spider-Man 2 is released on PS5 on 20 October

 ?? 2. Photograph: ?? Marvel’s Spider-Man Sony
2. Photograph: Marvel’s Spider-Man Sony
 ?? Marvel's Spider-Man 2 Photograph: Sony ??
Marvel's Spider-Man 2 Photograph: Sony

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