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Spider-Man 2 Devs On Friendship, Venom, And PS5 Performance

Marvel’s Spider-Man 2 released October 20 with fanfare worthy of the vibrant New York City where it’s set, becoming the fastest-selling PlayStation exclusive and igniting pertinent conversations about its protagonists’ asses. Below the surface, the direct sequel to developer Insomniac Games’ 2018 game is even more impressive, with missable, but immersive, environmental design and, as Kotaku senior writer Ethan Gach puts it in his review, an “unexpectedly impactful” approach to the love and friendship central to its plot. Spider-Man 2’s release week interviews can provide you a more detailed look under the hood, so I rounded up some of them.

Kotaku Unboxes The Spider-Man 2 Limited Edition PS5

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Senior creative director Bryan Intihar recently spoke to PlayStation mostly about Spider-Man 2’s accessibility features and tutorial, but also noted that the game’s take on friendship meant a lot to him and the Marvel franchise at large.

“It’s like the least Spider-Man thing,” he said, “but… the thing I always said early on was like, ‘Hey, we want to deliver the fantasy of being these heroes, whether it’s the web-swinging, the suits, the combat. We wanted to live the superhero fantasy, but I think the thing that can really help our game stand out is how we show their lives outside the mask. If we show their journeys, their needs, their wants, their problems? How do we show them outside the mask?’”

Narrative director Ben Arfmann and advanced writer Brittney Morris shared similar behind-the-scenes observations with Gizmodo.“Whenever we tell a Spider-Man story, we always come back to, ‘The man underneath the mask is just as, if not more important, than the mask,’” Arfmann said.

This ethos was particularly important in constructing gooey alien symbiote Venom, who drives much of Spider-Man 2’s blockbuster drama. “I think we collectively understood that if we have a Venom game, we need to be able to play as him,” Morris said. “It’d be such a missed opportunity otherwise. We’re game developers, but we’re also fans, and so we knew what we wanted, and that players would probably agree that’d be the right move.”

Making that happen required attentive design. “When we’re doing animations, things have to look snappy,” senior art director Jacinda Chew told Marvel’s official news site. “The tentacles have to look like they’re almost sentient and they have a purpose. But then, when they snap back, there’s a little liquidy, kind of semi-liquid feel to them as well. So, a huge component of nailing Venom was not just the visuals, but also how we animated him.”

Keep reading for more details about the art and story behind Spider-Man 2.


PlayStation

Senior Creative Director Bryan Intihar, on the game’s opening section:

Eurogamer

Director of core technology, Mike Fitzgerald, on ray-tracing and performance:

Read More: Spider-Man 2: The Kotaku Review

GamesHub

Design director Josue Benavidez, on gameplay

Marvel

Venom actor Tony Todd, on the character:

Gizmodo

Advanced writer Brittney Morris, on second Spider-Man Miles Morales:

GameRant

Mr. Negative actor Stephen Oyoung, on film and video games


Experience Spider-Man 2's own brand of movie magic now, on PS5.

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