Insomniac revealed in a new interview with Inverse how they wanted all their players to feel the superhero fantasy of being Spider-Man in Marvel’s Spider-Man 2.
Creative director Brian Intihar shares this insight from when they made the first Marvel’s Spider-Man:
“One of the things we set out to do from day one was honor the fact that being Spider-Man is such a fantasy for so many people.
They say anybody can wear the mask, but we want anybody to wear the mask and be good at wearing the mask at the same time. The barrier of entry should be pretty low.”
For Marvel’s Spider-Man, Insomniac overhauled the idea of web-swinging, which had been first explored by Neversoft in the 2000 Spider-Man game for PlayStation, later arriving to Windows, DreamCast, and Nintendo 64. Through the years there had been different interpretations of the mechanic.
Insomniac brought the full package together, making Peter’s swinging as cinematic as it was gameplay. Peter seems to swim as much as he swings in the air, and it isn’t all about swinging across buildings.
Insomniac also thought through making the swinging feel like autopilot for beginner players. In the meantime, more advanced moves, that would allow you to accelerate your velocity even more rapidly, were hiding in plain sight for more skilled players to discover and learn for themselves.
For Marvel’s Spider-Man 2, Insomniac reinvented that experience again, this time for the black suit. Game director Ryan Smith explained how they made Peter’s use of symbiote tendrils also feel natural and empowering:
“In combat, how Peter’s able to leverage those symbiote abilities is really about the transformation. He isn’t just leading with a fist. He’s got tentacles, and you can stick enemies to the
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