WARNING: POTENTIAL MILD SPOILERS AHEAD FOR MARVEL’S SPIDER-MAN 2.
Marvel’s Spider-Man 2 is a balancing act that Insomniac Games could have easily fumbled. Instead, what we get is another carefully weaved web of set pieces, heart-wrenching moments, and bombastic action.
Like usual, our Spider heroes find themselves in situations where being the hero gets in the way of their everyday lives. What ensues is an epic adventure that will likely live rent-free in the minds of web-heads across the world.
Falling… with style
Let’s start with the most exciting addition to traversal — the Web Wings. As shown in previous gameplay and cinematic trailers, moving through the expanded New York map in Spider-Man 2 is now aided by Web Wings which both Peter and Miles have. And yes, it really is just falling with style (credit: Buzz Lightyear).
While in the air, you simply press the triangle button and deploy the Web Wings. Navigating can be tricky at first. By default, you pull the left stick down to gain altitude, and you push it up to dive down. You can change this on the settings, of course, but I decided to stick with the default.
Using the Web Wings is a lot slower than swinging. But there are certain moments and areas in the map where it just makes more sense to glide than swing. It’s also integrated in how fast travel works and is a really clever implementation.
As you play, you’ll get more traversal options to extend your gliding. I found it a really chill way to get around town. More than what it does in this game, Insomniac might have unlocked a “flight mechanic” they can implement in other titles, perhaps with other marvel heroes with that ability.
Swinging felt as good as it did as the previous two games. In fact, it feels like you swing further and faster even when you haven’t unlocked those skill boosts yet.
Yes, you can turn down the swing assist. I personally didn’t enjoy that experience especially when I tried it during main story missions. You’re already juggling a lot as it is. I didn’t want to add worrying about swinging to that list, especially while under a deadline.
Frenetic, kinetic, dynamic
As strong as Spider-Man is, the character is more known for guile and agility in battle. That’s even more true in Spider-Man 2 than in the two previous games. Here, you’ll encounter mobs after mobs of enemies, each needing to be dealt with in different ways.
In many enemy encounters, you’ll be forced to use all the combat mechanics. That includes dodging, air launching, web-swinging, and the newest one — parrying.
Parrying is the newest combat mechanic added to the game. Some enemies can be dealt with much more easily when you learn to parry their attacks. The parry window is generous, what makes things tricky is the enemies come at you all at once. You’ll find yourself needing to parry just right after dodging an enemy whether up close or from a distance.
It’s a fun addition and adds a deeper layer to an otherwise simple combat experience.
Gadgets and gizmos not as plenty
Unlike the first game where you had a gadget wheel, you’re reduced to four gadgets in Spider-Man 2 that’s shared between Peter and Miles. Well, five if you count normal webbing which is upgradeable in the menu.
While fewer, the gadgets are efficient and mostly help with crowd control. My personal favorite is the Web-Grabber (a pre-order freebie). It pulls multiple enemies to a single spot, making them vulnerable to melee attacks or special Spidey abilities.
The other gadgets launch enemies to the air, blow them away, and webs-up multiple enemies dealing webbed and melee damage. All are great tools for managing waves of enemies coming at you.
The gadgets can be accessed by pressing R1 and then the corresponding face button. Meanwhile, the special spidey abilities are triggered by pressing L1 plus any of the face buttons.
Special spidey abilities
We already know Miles has venom powers (not to be confused with Venom the character). To level the playing field, Peter now has the Spider Arms, likely inspired by his tussle against Doc Ock. It’s never explicitly mentioned nor addressed. They’re just there.
While the gadgets are made for crowd control, the abilities focus on dealing damage. Both Spider-Men possess abilities that deal massive damage to a single enemy, launch enemies to the air, apply stun, and at least one for dealing with multiple enemies.
Knowing which ability to use with which gadget, timing your dodges and parries, and unleashing a barrage of punches and kicks mixed with finishers help keep the combat engaging all throughout the campaign.
Miles stronger?
I’m not entirely sure if this is intentional or even accurate, but during the start of the game, Miles feels slightly stronger than Peter. It feels like Peter needs to land more hits before taking an opponent down.
And this changes when Pete gets access to the symbiote suit. Again, I’m not entirely sure if this is true. But from my experience, it felt that way at least. It’s a cool way to showcase power scaling.
Set pieces, boss fights, and moments in between
The first-ever gameplay trailer showcased the river chase scene involving The Lizard as well as the Hunters. That already looked action-packed and you can expect to experience plenty of that in this game.
There is absolutely no shortage of breathtaking action moments. There’s a good mix of going around the city or exploring/navigating certain enemy strongholds.
Won’t spoil anything but I can certainly say the boss-level fights in Spider-Man 2 easily blow the previous two games out of the water. Insomniac did a good job of incorporating existing combat mechanics and adding another layer to them during certain boss fights.
You’ll find yourself leaning on the skills you learned taking down mobs as well using your environment, when dealing with the many, many, many boss fights in the game.
The moment-to-moment action is exhilarating, but Insomniac did a good job of inserting slower, quieter gameplay beats to keep the pace balanced.
Some of those moments include skippable mini-games. But these are much better crafted than they used to be and are not placed during odd moments in the story that you wouldn’t mind playing through them.
You also get plenty of time to do open-world things in-between the story beats. And they happen during moments in the story when things don’t seem as dire.
My tip is to tick off as many open-world and side quests as you can before progressing to the main story. Experienced gamers should be able to tell immediately where these sections are. Like a Spider-sense, you’ll also know instinctively when to tackle the main story.
The pace of this game is really good and there are few if none-at-all moments and quests that you would think are misplaced.
Heal the world
The trailers revealed so far give you a pretty good idea of how the story will go. But what Insomniac did masterfully in crafting the story of Spider-Man 2 is how the build-up to some of the moments already revealed make them a worthy pay-off.
That’s incredibly hard to pull-off. There’s nothing here that will pull the rug under you. However, all of it is done so well, written so expertly, and executed with so much care that you’ll find yourself immersed in the story and invested in the characters.
Now, I’m not saying there are no surprises. There are. But they happen in ways that make sense for the story that Insomniac Games is trying to tell.
From the very first moment that Peter interacts with Harry, you kind of get a general idea on what will happen eventually. But none of it will prepare you for how things actually happen. And some of these moments, I believe, will be etched in the minds of players for a long time.
Quick zips
Sharing some quick observations below that didn’t exactly fit the article’s flow.
MJ Missions. Yes, there are still MJ Missions, but they’re infinitely more fun to play thanks largely to the Symkaria trip MJ and Pete went on (as mentioned in Spider-Man: Miles Morales). Oh and there are more playable characters than Pete, Miles, and MJ. 😉
Previously On. There’s a recap video that you can access at the start menu. It’s Pete and Miles recounting what happened in the previous two games told in a way only Pete and Miles can.
Dense open world. The New York City featured in Spider-Man 2 feels a lot more dense and lived in. Truly a city that never sleeps vibe. And open-world encounters open you up to team-ups — both expected and unexpected.
Where’s the cat? Felicia fans, know that your favorite feline thief is indeed in the game. And the mission featuring her confirms the involvement of a few strange things.
Platinum. You can get the platinum trophy in a single playthrough. For what it’s worth, I completed the game, platinum trophy and all, after 35 hours of play time.
So many Suits. But Insomniac left plenty out that can be added either later on or on what feels like an inevitable Part 3 to the game.
Easter Eggs. There are plenty. Whether it’s directly Spidey-related or just references to pop culture, there’s plenty of nods here and there that will give you a chuckle.
DLC? There’s no confirmed news as of writing, but there’s definitely potential for another set of “The City that Never Sleeps” DLC here based on a couple of side missions.
Be Greater. Together.
Marvel’s Spider-Man 2 by Insomniac Games is easily one of the best story-driven, action games out there. Playing the game is like playing through an expertly crafted, high-budget Spider-Man television series.
The gameplay and story keeps you engaged. The action is exhilarating but gives you properly timed beats to catch your breath. And the boss fights can be punishing but with enough moments of reprieve.
Two Spider-Men in one game could have been a recipe for disaster. But Insomniac Games navigated it with the cleverness, wit, perseverance, and sense of duty that any Spider-Man would have.
Once again, we’re treated to a Spider-Man piece of entertainment that’s about as Spidey as it can get.
Our review copy was provided by Sony PlayStation. All images are also c/o Sony PlayStation.
Gaming
Call of Duty drops the PlayStation 4 starting with its next game
Is this the beginning of the end for the PlayStation 4?
When can we declare that a console is officially dead? Is it as soon as the launch of the next generation? Is it when games no longer come out on the console? Recently, Call of Duty has confirmed that the next game will not be available anymore on the PlayStation 4, which presents an important question: Is the PlayStation 4 officially dead?
Call of Duty is one of the most persistent gaming franchises today. The last entry, Black Ops 7, is still available for the PlayStation 4 and the Xbox One. Both consoles were launched over twelve years ago. (If that doesn’t make you old, the current generation was launched almost six years ago.)
As such, the franchise is one of the last stalwarts keeping the past generation alive. This week, Call of Duty, via a post on X, confirmed that the next game will not arrive on the PlayStation 4. Presumably, this also means the Xbox One.
Not sure where this one started, but it’s not true. The next Call of Duty is not being developed for PS4.
— Call of Duty (@CallofDuty) May 4, 2026
Currently, we don’t have details about the upcoming game yet. But a new entry is confirmed to arrive later this year.
With the departure of the Call of Duty franchise, it’s fair to ask what will become of the old generation moving forward. Over the years, developers have started shying away from the PlayStation 4 and the Xbox One. Since the franchise still maintains a steady fan base today, a lot of PlayStation 4 users might be forced to make an upgrade to play the latest entry.
SEE ALSO: PC Game Pass gets cheaper, but Call of Duty delays are coming
Gaming
Stranger Than Heaven is a Yakuza prequel with Snoop Dogg
The story spans different eras and regions across half a century in Japan.
In my review of Yakuza Kiwami 3, I groaned about how every new entry in the Yakuza and Like a Dragon franchise — original and remake — looked identical with each other. I ended that playthrough hoping desperately for a new era. Thankfully, those hopes did not fall on deaf ears. In its first trailer, the upcoming Stranger Than Heaven showed off an interesting reimagining of the Yakuza universe. Oh, and Snoop Dogg is in it.
First announced back in late 2024 as Project Century, Stranger Than Heaven has now confirmed itself as a prequel to the prequel to the Yakuza games. It didn’t start that way, though. When it was announced, there was hope that the then-untitled game featured a new story disconnected from Yakuza. It looks like the final game is making the best of both worlds.
Stranger Than Heaven chronicles the rise of the infamous Tojo Clan. Unless this is decidedly different from the Tojo Clan in the Yakuza series, this is the clearest sign that this is, in fact, a prequel.
Makoto Daito, a Japanese boy living in Chicago, escapes America to forge a new life in Japan. Along the way, he meets Orpheus, a smuggler played by Snoop Dogg, who drags Makoto into the criminal underworld. Eventually, Makoto decides to do things his own way by creating a new crime family called the Tojo Clan.
Unlike other games in the series, Stranger Than Heaven spans different eras and regions in Japan, starting with Fukuoka in 1915 and ending with Kamurocho in 1965. It will also have different fighting mechanics by mapping the left and right bumpers/triggers to left and right attacks.
Off the bat, Stranger Than Heaven looks like a new era for the series. It launches winter this year for all major platforms.
SEE ALSO: Now Playing: Yakuza Kiwami 3 & Dark Ties
Star Wars: Galactic Racer is set to launch on October 6, 2026, bringing a new high-speed twist to the Star Wars universe. The game is published by Secret Mode and developed by Fuse Games. It arrives on PS5, Xbox Series X|S, and PC with support for up to 12 players.
Pre-orders are now open across Standard, Deluxe, and Collector’s Editions. Pricing starts at $59.99 for the Standard Edition, with both digital and physical versions available depending on platform.
A different kind of Star Wars story
Set in the lawless Outer Rim, the game introduces the Galactic League—an unsanctioned racing circuit where skill matters more than destiny. You play as a mysterious pilot named Shade, navigating a single-player campaign built on rivalries, alliances, and unfinished business.
There’s no Force or prophecy here. Instead, the focus is on build strategy and racing mastery. Players can customize three types of repulsorcraft and even take on classic podracers, blending familiar Star Wars elements with a more competitive, arcade-style edge.
Multiplayer supports online races where players can test their builds and driving skills against others.
Pre-order bonuses and editions
All pre-orders include a bonus livery usable across vehicles, with platform-specific colors, plus a Player Banner background for multiplayer.
The Deluxe Edition adds three extra vehicles, exclusive Arcade events, a livery pack, and cosmetic upgrades like new player banners and insignias. It also includes a digital art book featuring early designs of characters, locations, and vehicles.
Collector’s Edition for dedicated pilots
For collectors, the physical Collector’s Edition bundles a model of the Kor Sarun: Darc X landspeeder, themed patches, a printed art book, and a steel case housed in premium packaging. It also includes all Deluxe Edition digital content.
Star Wars: Galactic Racer launches on October 6, 2026, for PS5, Xbox Series X|S, and PC, with pre-orders now available.
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