The first ten minutes of Marvel’s Spider-Man 2 are almost unfair. Insomniac drops you into a colossal, multi-phase battle against Sandman sprawling across Lower Manhattan, swinging you between skyscrapers one moment and free-falling through a sand tornado the next, and it becomes immediately clear this isn’t a cautious sequel. It’s a studio that knows exactly what its fans want and has decided to simply give them more of it, better, faster, and with sharper teeth.
Story & Premise: Two Spider-Men, Twice the Pressure
The story splits its attention between Peter Parker and Miles Morales, now both operating as Spider-Man across an expanded map that includes Queens and Brooklyn alongside a returning Manhattan. Peter is dealing with the fallout of a bonding with an alien symbiote that amplifies his abilities while quietly corroding his judgment, while Miles balances his own escalating hero duties with grief over a personal loss and a budding rivalry that eventually curdles into full-blown antagonism.
The dual-protagonist structure is the game’s boldest storytelling swing, and it mostly pays off. Alternating missions between Peter and Miles keeps the pacing brisk, and having two heroes with genuinely distinct emotional arcs — one wrestling with power and corruption, the other with grief and impostor syndrome — gives the story more thematic range than either character could carry alone. The symbiote arc in particular is handled with more nuance than you’d expect, tracking Peter’s descent through small, uncomfortable behavioral shifts rather than a single dramatic switch-flip.
Kraven the Hunter serves as the game’s most memorable antagonist, arriving in New York with a philosophy about legacy and mortality that reframes several returning villains in unexpected ways. It’s a smart structural choice — rather than introducing one central villain in isolation, the game uses Kraven’s hunt to recontextualize threats players already know.
Gameplay & Mechanics: Traversal Has Never Felt Better
Web-swinging was already a genre highlight in the previous games, and the sequel somehow improves on it meaningfully. New web-wings let you glide across the city with a satisfying sense of momentum, turning rooftop-to-rooftop traversal into something closer to a stunt performance than simple transportation. Combined with faster web-zip animations and near-instant fast travel for when you just need to get somewhere, moving through New York has become one of the most purely enjoyable moment-to-moment experiences in modern gaming.
Combat builds on the fluid, acrobatic combo system of the earlier games while giving Peter and Miles genuinely distinct toolkits. Peter’s symbiote abilities add slow-motion, area-of-effect tendril attacks that feel appropriately menacing, while Miles’s bioelectric Venom powers favor flashy, chain-based crowd control. Switching between the two mid-story keeps combat feeling varied rather than repetitive, and a wide gadget roster — web bombs, gravity wells, holographic decoys — ensures encounters against larger groups stay tactically interesting rather than devolving into button mashing.
Side content has been trimmed compared to the somewhat bloated checklist of the first game, with fewer but more meaningfully designed activities. Crime encounters, base takedowns, and photo-op collectibles all return, but in reduced quantities that favor quality over the sprawling busywork some players criticized previously.
Graphics & Presentation
This is, without much competition, one of the best-looking open-world games available on current hardware. New York’s density is staggering — pedestrian crowds, traffic, weather effects, and lighting all render with a level of fidelity that makes simply pausing mid-swing to look around a legitimate pleasure. Character models carry exceptional detail, particularly during quiet, unmasked conversations where subtle facial performance does enormous narrative work. Load times, aided by fast SSD streaming, are nearly nonexistent even during fast travel across the entire map.
Sound & Music
The score continues to lean on heroic, brass-forward themes during combat and swinging sequences, contrasted with quieter, more introspective compositions during the game’s darker emotional beats. Yuri Lowenthal and Nadji Jeter both turn in strong performances as Peter and Miles respectively, carrying the emotional weight of the symbiote and grief storylines with a naturalism that keeps even the more melodramatic plot turns grounded.
- Web-wings make traversal the best it’s ever been in the genre
- Dual-protagonist structure gives the story real thematic range
- Kraven is a genuinely compelling antagonist
- Combat variety between Peter and Miles keeps fights fresh
- Technical presentation is close to a generational high-water mark
- Main campaign runtime is noticeably shorter than the first game
- Some symbiote-arc beats resolve a little too quickly
- A few returning villains feel underused given the setup
- Boss patterns occasionally lean on familiar quick-time sequences
Suits, Gadgets, and Skill Trees
Both Peter and Miles come loaded with an extensive roster of unlockable suits, many carrying unique passive abilities alongside their cosmetic redesigns rather than existing purely as visual variety. Pairing specific suit abilities with the right gadget loadout meaningfully changes how encounters play out — a suit favoring stealth-oriented takedowns encourages a very different approach to a fortified enemy base than one built around aggressive area-of-effect abilities. The skill tree system, split across separate trees for each hero’s unique powers alongside a shared traversal and gadget tree, gives players enough build variety that two playthroughs focusing on different upgrade paths can feel meaningfully distinct in how combat encounters actually unfold.
New York City: A Living, Breathing Playground
The expansion to include Queens and Brooklyn alongside Manhattan more than doubles the traversable map compared to the original 2018 game, and Insomniac has been careful to make each borough feel visually and texturally distinct rather than simply copy-pasting more skyscrapers. Queens carries a more residential, lived-in texture with rowhouses and local businesses, while Brooklyn’s waterfront and industrial edges give the web-swinging a different rhythm entirely — lower buildings mean more reliance on the new web-wings for sustained momentum, which cleverly reinforces the traversal upgrade by giving it somewhere new to shine.
Environmental density remains a genuine highlight of the series. Crowds react believably to superhero activity overhead, taking out phones to record, ducking for cover during larger battles, or simply going about their day when nothing dramatic is happening nearby. Random ambient encounters — muggings, small crimes, civilians in minor distress — continue to populate the streets between story missions, giving the city a sense of persistent life rather than existing purely as a backdrop for scripted content.
Endgame and Longevity
A story-focused playthrough lands in the eighteen-to-twenty-hour range, noticeably tighter than its predecessor but consistently well-paced throughout, without the padding that occasionally crept into the original game’s back half. Full completion — every base, every crime encounter, all collectibles, and both tech and suit unlocks for each hero — extends that considerably, likely into the thirty-hour range for completionists.
New Game Plus carries over unlocked suits and upgrades, giving returning players a reason to revisit the story with access to the full late-game toolkit from the outset. Additional suits added post-launch, along with photo mode refinements, continue to give the game a reason to stay installed well after the credits roll, even without dedicated live-service systems bolted onto the experience.
Who Should Play This
This is an easy recommendation for anyone who enjoyed either of the previous Insomniac Spider-Man games, and the traversal improvements alone are compelling enough to justify picking it up even for players who found the earlier combat systems merely fine. Newcomers to the series can jump in with brief recap options, though the emotional weight of Peter and Miles’s arcs lands considerably harder with the context of what came before. If a shorter campaign length is a dealbreaker, it’s worth tempering expectations accordingly — but what’s here is dense, confidently paced, and rarely wastes a moment.
It’s also worth flagging for parents and younger players: while the tone stays largely in line with the PG-13 sensibility of a mainstream superhero blockbuster, the symbiote storyline pushes into slightly darker territory than either previous game, with a handful of scenes carrying real emotional intensity around loss, corruption, and violence. Nothing here crosses into genuinely mature content, but it’s a noticeably heavier tonal register than the more consistently lighthearted first game, and worth knowing going in.
Photo Mode also returns with expanded customization, letting players freeze mid-swing shots across the city’s most striking vistas, and remains a genuinely well-built tool for anyone who enjoys capturing and sharing their own version of New York rather than simply rushing through it.
Rating Breakdown
| Story | 9.0 / 10 |
| Gameplay | 9.5 / 10 |
| Graphics | 9.7 / 10 |
| Sound Design | 9.1 / 10 |
| Replayability | 8.4 / 10 |
9.2 / 10
Depplo Editor’s Choice
Final Verdict
Marvel’s Spider-Man 2 doesn’t reinvent the formula Insomniac built with the first two games — it refines nearly every part of it, from traversal to combat to the emotional stakes of its dual protagonists. The shorter campaign might disappoint players hoping for an even bigger adventure, but what’s here is consistently excellent, confidently paced, and occasionally spectacular. This is superhero storytelling at its most kinetic, and web-swinging has genuinely never felt this good.

