
I’ve loved the character of Spider-Man ever since I was a kid watching the 90’s cartoon. Recently, I’ve been getting into comic books and Spider-Man was one of the first stories I started reading. There’s something about Peter Parker and his superhero alter ego that I find very relatable—his unbreakable spirit and optimism, his genuine joy and fun had with being a superhero, his down-on-his-luck life that will never let him get too far ahead of his problems. He is a very human character to me, much more so than many other popular superheroes. But I’ve never really played a Spider-Man game until Insomniac Games released Spider-Man in 2018. Games with the character always seemed to float around the middle of the road in terms of opinions on them—never truly great, but not often terrible either. It’s strange because Spider-Man as a character has a built in unique selling point that should fit perfectly in the world of video games: his web swinging. And this was the first aspect of Spider-Man that clicked with me and helped me realize what a great game I was about to play.
The most important thing about the web swinging is to be fun and feel good. Since you will be zipping around New York all the time, the game has to make sure that the movement mechanics never feel tedious, stale, or complicated. Luckily, Spider-Man nails this aspect. The web swinging is simple enough for anyone picking up the game to do, but has enough depth and nuance for people who want to spend hours just swinging around and taking in the sights. Continually swinging is as easy as holding down the trigger, but knowing how to get the most speed or distance based on where in the arch you release and jump takes time and focus.
Once you have mastered the web swinging in the game, it feels satisfying just traversing the city just seeing how fast you can go, how high you can get in a jump, and how long you can go without touching the ground like a extreme sport version of the floor is lava. Perfecting moves like pulling yourself to a corner or pole and immediately jumping off for more speed, the quick turn while running on a wall, and the quick recovery jump takes practice and you really have the sense of getting better and filling out the role of Spider-Man the more you play. Some of these moves have to be bought with skill points after a level up, which is a little disappointing. They help with the flow of web swinging as sort of mid-air combo extenders that I would have liked all of them to be available from the beginning of the game. They are not necessary enough that I ever felt satisfied using the skill points to purchase them, nor are they complicated enough that I see a need to lock them off to players in the beginning. But once you have them, you have more tools in your web swinging Swiss Army knife. And those do come in handy once the game decides to test your skills.
Every once in a while, Spider-Man likes to put you through your paces with web swinging challenges. Some bosses have to be chased through the city and caught before you can punch them. Taskmaster devises a series of challenges for Spider-Man to prove himself at but he appears and you can punch him and a good chunk of these require swinging through hoops while chasing down drones. And, probably my personal favorite series or challenges, Spider-Man can chase after pigeons flying around buildings, but not to punch them, to bring them back to their owner. These challenges test every aspect of web swinging from speed to distance to height. They can be frustrating at first—I had the hardest time catching up to the Shocker when you first fight him early in the game—but they act as a great way to practice web swinging through gameplay and show you how much better you get as the game progresses.
When I first saw Spider-Man, I honestly wasn’t that interested in it. It looked like an Arkham game (which I hadn’t played at the time) dropped into a Ubisoft styled open world. It was the map that really lost me at first. I’ve been growing less and less interested in open world games as I grow older. Ubiosft style worlds are a major reason for this as I’ve grown so sick of accessing towers or certain points on a map only to scatter samey missions and busy work around the world for me to do. But I underestimated how much Peter Parker’s web swinging would help with the tedium that usually comes with this sort of world design.
Web swinging is fast. You can travel hundreds of feet in seconds and you don’t have to worry yourself with traffic, crowds, or stamina like those walking plebs on the ground. You can travel across the entirety of Manhattan in minutes, meaning nothing you could want to do is ever very far away. Unlocking the map in Spider-Man requires hacking a police tower first, revealing that section of the island and giving you a slew of missions and collectibles to hunt down. The web swinging in the game makes these extremely easy to get too, though, both by the speed you can traverse the map and the inherent heights you can reach. Where a collectible high from ground level in an Assassin’s Creed game or even Breath of the Wild requires a lot of fiddling climbing, Spider-Man swings in already stories up and can easily run up any vertical wall to the top. The ease of movement across the game map and the general fun of web swinging meant that I never got bored or burnt out doing everything. In fact, I would often put off going to the next story mission just to swing around, enjoy the view, listen to J. Jonah Jameson rant about Spider-Man, and catch pigeons or foil crimes.
Some crimes that can pop up on your patrol around the city involve chasing after stolen cars as they careen down the road, but every crime break up ends with punching mooks. The combat in Spider-Man is complex, insanely fast, and provides many tools and techniques to consider in the heat of the moment. I really liked it after I got the hang of it, but it’s the one part of the game that web swinging informs the least. Sure, you can swing around the battles like some sort of spandex clad Tarzan, but it’s not efficient at all. But this doesn’t mean that the webs themselves are not utilized in the heat of battle. Webs are used to get effect as means of disarming distant enemies, incapacitating foes by sticking them to walls and the floor, and, my favorite, as a great way to close the space to mooks to continue a combo. These implications are well executed, but I feel like there could have been more options of movement by web swinging around in the middle of the battle.
There are a few times where swinging and fighting are more closely tied together, mainly when fighting airborne enemies, and it leads to what might be the highlight of the whole game for me: the boss fight with Vulture and Electro. Since both these enemies use their powers to fly high above the ground, you must similarly say high enough to fight them. This leads to an absolutely thrilling fight above a factory where you will be using the smokestacks, cat walks, and tall buildings to continuously swing around stories from the ground, all while keeping tabs on two different enemies, dodging attacks, and dishing out damage until they are defeated. It’s such an intense balancing act of swings, attacks, and last second dodges that had me (to use a much overused phrase) feeling like Spider-Man.












































