Marvel’s Spider-Man Preview – Go Web Go!

Spider-Man-Preview-Header

LOOK OUT! HERE COMES THE SPIDER-MAN!

After it’s announcement at E3 2016, Marvel’s Spider-Man created a storm of excitement. Swinging itself back onto the PlayStation as an exclusive, it was doing so under the guidance of Insomniac Games.

You’ve heard of them.

Developers of the much-loved franchises Spyro The Dragon, Ratchet & Clank and many more, I feel you can put a bit of trust in Insomniac knowing what it takes to make a great game.

And thanks to PlayStation NZ, I got some hands-on time with the start of the web-crawler’s latest adventure.


Starring the world’s most iconic Super Hero, Marvel’s Spider-Man features the acrobatic abilities, improvisation and web-slinging that the wall-crawler is famous for, while also introducing elements never-before-seen in a Spider-Man game.
From traversing with parkour and utilizing the environment, to new combat and blockbuster set pieces, it’s Spider-Man unlike any you’ve played before.

I’VE PLAYED IT.

Yes, I know.

No surprise really, considering we’re a few weeks out from release, but still I’VE PLAYED SPIDER-MAN ON PS4.

It’s a real game!

And that notification from Insomniac across their Social channels advising the game has gone Gold all but confirms that.

I think it was safe to say we pretty much had Gold code on-hand at a preview event held by Playstation NZ too, but hey, assumptions make a butt of you and me.

So there I was, in front of a new range 32″ Sony television running the Spider-Man in 4K (branding!).

It’s weird how much of an impact a good title screen can make, but when I think of titles like God Of War and Horizon Zero Dawn that had such striking introductions to their respective worlds, I can see why it was produced the way it was.

What is it? Ahhh, as per event request I can’t really disclose. I know! Who am I?! Black Cat with my teasing out here, but it is what it is.

I CAN TALK ABOUT THE GAME THOUGH.

Now for me, I didn’t want to play too much; I want to save that experience for the game on release. But what was most important to me, was the swinging.

How Spider-Man swings and traverses through the environment is crucial to the overall experience you have as the web-slinger.

Of course comparisons come down to everyone’s favourite experience in 2004’s Spider-Man 2, where Jamie Fristrom utilized a workaround with ray casting which allowed the game to detect suitable swing points where players could swing from.

What this meant is the days of swinging from the sky were gone, and wow! You could finally pendulum and rocket around building corners like the true Spider-Man you are.

While games that came after it slowly moved away from this formula, it still stood at the forefront of most people’s experiences with the Spider-verse.

So where does Insomniac manage to fall with their system?

Identical if not improved upon.

Your first 10+ minutes in-game is spent swinging through the New York landscape and by Parker, I was having fun. What’s ridiculous is the abilities already available for use from the start, are ones you’d expect from the mid-game!

Zip-lining and wall-running your way around with the occasional flourish at the top of your swing if well-timed, everything about it was what I wanted.

Yes, I can talk about the combat and how it took tips from one of the best fighting systems for comic-book games, but look;

I’m just here for Spider-Man swinging.

You get that right and at least 64% of the battle is done.

And I’m quite confident Insomniac has done this by 65%.

XENOJAY.COM was invited along to an event held by Playstation NZ, where they played a copy of Marvel Spider-Man on the Playstation 4 Pro console.

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